Geography based card game and method of play

ABSTRACT

A set of geopolitical cards and methods of play therefore. The set includes a plurality of geopolitical entity cards, each having an associated geopolitical entity represented or associated therewith, along with factual information contained in categories. The set further includes cards containing queries for use in some methods of play, the queries being answerable using the geopolitical entity cards, and cards containing categories of information for use in some methods of play, the categories of information corresponding to categories of the geopolitical entity cards. Variations of play with the cards include dealing cards to each player, and scoring for each player based on play of the game played. In some variations, queries and categories are selected for answers using the geopolitical entity cards. In other variations of play, players&#39; hands are compared to determine scoring and winning.

This application claims priority to applicant's copending U.S.Provisional Patent Application Ser. No. 60/608,888 titled “GEOGRAPHYBASED CARD GAME” filed Sep. 13, 2004, and to applicant's copending U.S.Provisional Patent Application Ser. No. 60/547,062 filed Feb. 25, 2004.The entirety of each of these provisional patent applications isincorporated herein by reference.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to the field of games, and in particularto card games that include play variations based on geographyinformation.

2. Background of the Technology

It is known in the art to provide entertaining card games that haveeducational features. There is constantly a need for new attractions andfeatures in the games market.

SUMMARY OF THE INVENTION

Among other advantages, the present invention provides a fun andentertaining way of learning geography.

The present invention contains a number of cards for play, orrepresentations thereof, the cards being referred to in one exemplaryembodiment (and interchangeably referred to herein) as “GeoPlungecards.” In one embodiment, cards or representations thereof areincluded, one for each country in the world (e.g., 193 cards for each of193 countries), with the cards or representations being used in a numberof variations of play. In another variation, 50 cards are used, one foreach state. Some variations of play include use of cards orrepresentations containing queries, referred to in one embodiment (andreferred to interchangeably herein) as “GeoChallenge” cards, as well ascards containing categories of information for certain variations ofplay, these cards being referred to in one embodiment (and referred tointerchangeably herein) as “GeoPower” cards. In one exemplary embodimentof the present invention, 45 GeoChallenge cards and 18 GeoPower cardsare included. Other numbers of cards may likewise be used.

Exemplary cards for use with the present invention will now be describedin greater detail. In this exemplary embodiment, various informationaspects are included on each of the geopolitical entity cards. As willbe clear to those skilled in the art, other information details bycountry or region could similarly be included with the presentinvention.

In one embodiment, near the top of each GeoPlunge card is the name ofthe country (listed within a color coded border based on the continentthe country is located in), the capital of the country (with a star nextto it), and a picture of the country's flag. For the continents, thecolor coded border is red for Africa, green for Asia, blue for NorthAmerica, purple for Europe, orange for South America and teal for theOceanus. (Note that Russia is listed in Asia because most of Russia islocated in Asia).

In addition, near the top of each card, listed from left to right, arethe country's ranking in size (both within its continent and then withinthe world), the year (or, if the year is unknown, the approximate time)in which the country gained its independence, and the country's rankingin terms of population (both within its continent and then within theworld). Below the size ranking is the life expectancy of the residentsof the country, and below the population ranking is the time zone of thecountry (a positive number listing in the time zone means that the timezone for the country is that many hours ahead of Greenwich time; anegative number listing in the time zone means that the time zone forthe country is that many hours behind Greenwich time). If a country islocated in more than one time zone, the time zone used is that of thecapital of the country.

Below the information for life expectancy, capital and time zone for thecountry are the listing of three highly populated cities in the country,which are called “3 Top Cities” (however, in some countries less thanthree cities are listed). These cities, the first of which is listed inred (“Red Top City”), the second in blue (“Blue Top City”) and the thirdin green (“Green Top City”) are listed in order from most to leastpopulated. Each GeoPlunge card also lists the border countries for thecountry. Each card also has a picture of the country, which shows thegeneral location of the border countries. Each GeoPlunge card alsoincludes a listing of the type of government for the country, one ormore of the languages spoken in the country, the currency used in thecountry (including a picture of the currency) and one or more of thereligions worshiped in the country. (Note that all pictures included onthe cards (e.g., country's flag) are approximations only and are notintended to be to scale.)

In other embodiments of the present invention, cities, counties, statesor other geopolitical divisions (also interchangeably referred to hereinas “geopolitical entities”) replace the country cards. The informationplaced on each card is variable and may reflect any information relatedto geopolitical entity represented by the card. For example, thisinformation could include, but is not limited to cities, bordercountries, size ranking, independence date, population ranking, timezone, life expectancy, religions, government, languages, currency, flag,physical features (e.g., rivers, mountain, plains), or birds, mammals,fish, amphibians, population, industry, products, arts, history,science, inventors, authors, or other aspects of the country.

In some variations of play with the present invention, the GeoChallengecards are used in the GeoPlunge Challenge games to determine which clueswill be provided in those games, and the GeoPower cards are used in theGeoPlunge Power games to determine which cards are powerful in thosegames.

Any number of variations of games may be played with the GeoPlunge cardsand these other cards, as described further herein. In general, for somevariations, the first player (or first team, if the game is being playedwith teams) to reach a predetermined number of points (e.g., 50 pointsfor many games in which each GeoPlunge card is a representation of adifferent state in the United States represent states, and 200 pointsfor many games in which each GeoPlunge card is a representation of adifferent country) wins. For example, each game may be played one hand atime, with each hand beginning with the players being dealt a certainnumber of GeoPlunge cards (which number of cards varies depending uponthe game). To determine who is the dealer for the first hand of anygame, each player randomly draws a card from the GeoPlunge card deck,and whichever player draws the highest ranking size card (Russia has thehighest size ranking overall) is the dealer. For subsequent hands,whoever won the prior hand (e.g., won the most points in a hand) is thedealer for the next hand, and if it is a tie for most points, then thedealer for the prior hand deals again. Alternatively, the dealing maypass by rotation or other sequential manner. In some variations, foreach game, all of the card decks used are reshuffled after each hand.

The challenge and power cards reflect the information contained on thecountry cards. If the country cards were replaced by cities, counties,states or other geopolitical divisions, then the challenge and powercards would reflect information related to these geopolitical entities.

Embodiments of the present invention include a method for playing gamesusing the cards of the present invention. The games may also be playedwith representations of any of the features described. For example, thegames are playable in an electronic or partially electronic manner usinga terminal, such as a personal computer, microcomputer, minicomputer,mainframe computer, or other device having a processor and display, suchas an electronic hand-held game device, for which representative imagesof cards, and credit for correct answers are displayed on a screen via agraphical user interface (GUI). The games are also playable inconjunction with performance of selected functions on a network, such asthe Internet or an intranet or using, for example, a slot machine orother device, including use with other variations of play amenable tothe type of machine and preferences or limitations for that machine.

Additional advantages and novel features of the invention will be setforth in part in the description that follows, and in part will becomemore apparent to those in the art upon examination of the following orupon learning by practice of the invention.

BRIEF DESCRIPTION OF THE FIGURES

In the drawings:

FIGS. 1A and 1B illustrate exemplary front sides for country and statecards respectively, that may be used in one embodiment of the invention.

FIG. 2 illustrates an exemplary front side for challenge cards that maybe used in one embodiment of the invention.

FIG. 3 illustrates an exemplary front side for power cards that may beused in one embodiment of the invention;

FIG. 4 depicts various components for use in electronic play of thegame, in accordance with one embodiment of the present invention;

FIG. 5 presents components for electronic play of the game via anetwork, such as the Internet or an intranet, in accordance with anotherembodiment of the present invention;

FIG. 6 illustrates exemplary computer system features usable withembodiments of the present invention;

FIG. 7 shows a flow diagram of an example method of play of a firstvariation of a geography related game, in accordance with an embodimentof the present invention.

FIG. 8 presents a flow diagram of an example method of play of a secondvariation of a geography related game, in accordance with an embodimentof the present invention.

FIGS. 9-16 show flow diagrams of additional exemplary methods of play ofadditional variations of geography related games, in accordance withembodiments of the present invention.

DETAILED DESCRIPTION

The present invention provides various components and exemplary gamesplayable with the components to provide a fun and entertaining way oflearning geography and to provide other features and advantages. To makeit easy to understand how to play various games in accordance with thepresent invention, for each related group of exemplary games (e.g.,games that are similar to the other games in the group) describedfurther below, an overview of the general rules that apply to all of thegames in the group is provided. The general rules description isfollowed by a description of the additional exemplary game-specificrules (which, for example, are not covered in the more general rulesbecause they vary by game) for each specific game.

The challenge and power cards used with some games in accordance withembodiments of the present invention reflect the information containedon the GeoPlunge Challenge Cards. In variations in which the cardsreplaced by other geography based aspects, such as cards based oncities, counties, regions, or other geopolitical divisions, then thechallenge and power cards may be varied to reflect information relatedto these geopolitical entities. FIGS. 1A and 1B illustrate exemplaryfront sides for country and state cards respectively, that may be usedin one embodiment of the invention.

In general, with some variations of the present invention, listedvariations of play with the GeoPlunge Challenge Cards each involves oneor more of the following indicated clue-related features:

No one Chooses

1. No Clue

2. Capital

3. Time Zone

4. Size

5. Population

6. Independence

7. Red Top City

8. Blue Top City

9. Green Top City

10. All Border Countries

11. Life Expectancy and Continent

12. Government

13. Languages

14. Religion

15. Currency

Person Guessing Chooses

1. Any 1 Clue

2. Any 1 Clue but Capital

3. Any 1 Clue but Capital or Top City

4. Size and Population or Independence and Time Zone

5. Capital or All Border Countries

6. Size and Independence or Population and Continent

7. Continent and Life Expectancy or Time Zone and Life Expectancy

8. Capital or All Top Cities

9. All Top Cities or All Border Countries

10. Government and Religions or Currency and Languages

11. Red Top City or Size, Population and Independence

12. Blue Top City or Government, Religions and Continent

13. Green Top City or Currency, Languages and Continent

14. Continent or Time Zone

15. Continent and Time Zone or Continent, Number of Border Countries andLife Expectancy

Person Giving the Clue Chooses

1. Any 1 Clue

2. Size or Population

3. Population or Independence

4. Size or Independence

5. Time Zone or Continent and Life Expectancy

6. Size or Time Zone and Life Expectancy

7. Population or Government and Languages

8. Independence or Religions and Currency

9. 1 Top City

10. 2 Top Cities

11. 2 Border Countries

12. 4 Border Countries

13. Government or Religions

14. Currency or Languages

15. Government and Currency or Religions and Languages

FIG. 3 illustrates an exemplary front side for power cards that may beused in one embodiment of the invention, indicating “size” as the powerfeature. Other exemplary front sides indicate, for example, Population,Independence, Life Expectancy, Time Zone, or other features relating tothe GeoPlunge Challenge Cards. Where the GeoPlunge cards consist of onefor each state, the features on the power cards may have front sidesindicating, for example, Size, Statehood, or Population or otherfeatures relating to the GeoPlunge Challenge Cards

In general, with some variations of the present invention, listedvariations of play with the GeoPlunge Challenge Cards each involves oneor more of the following indicated clue-related features:

No one Chooses

1. No Clue

2. Capital

3. Time Zone and Number of Border States

4. Size

5. Population

6. Statehood

7. Red Top City

8. Blue Top City

9. Green Top City

10. All Border States

11. State Flower

12. State Bird

Person Guessing Chooses

1. Any 1 Clue

2. Any 1 Clue but Capital

3. Any 1 Clue but Capital or Top City

4. Time Zone or Number of Borders

5. Capital or All Rankings

6. Flower or Bird

7. One Ranking

8. Two Rankings

9. Flower and Bird or All Border States

10. Red Top City or All Rankings

11. Blue Top City or all Border States

12. Green Top City or Flower and Bird

Person Giving the Clue Chooses

1. Any 1 Clue

2. One Ranking

3. Two Rankings

4. One Border State

5. Two Border States

6. One Top City

7. Flower or Bird

8. One Ranking or One Border State

9. Two Rankings or Two Border States

10. Red Top City or Two Rankings

11. Blue Top City or Two Border States

12. Green Top City or Time Zone and Number of Borders

Some or all of the geographic entity's size, population, and historicalinformation, such as statehood (e.g., when the state came into the unionrankings) are used in play in some games (where the GeoPlunge cards areone for each country, these rankings relate to size, population, timezone, life expectancy and independence). Size with these cards (wherethere is a card for each state in the United States) refers to landmass, but size can also include the water part of the geographic areafor the entity under another version of these games).

In some games, these rankings (such as size, statehood and populationrankings where the GeoPlunge cards are each a different state in theUnited States) are either used in trivia like games to try to guess thegeographic area of the card a player is holding, based on clues thatprovide one or more of the rankings to the guessing player. In some ofthese games, some of the time the person receiving the clue may havesome choice (but usually not total choice) as to what clue to receiveand sometimes the person giving the clue may have some choice as to whatclue to give (and sometimes will have some choice as to which state togive the clue about) and other times there will be no discretionwhatsoever and a certain clue must be given.

In other games, these rankings are used to determine which player hasplayed the better (or best, if there are more than two players) card (orsometimes it will be more than one card) on a trick and therefore winsthat trick (and the winner of the most tricks will either directlyreceive points, or it may be that the winner of the most tricks in ahand (which is comprised of a group of tricks) wins the hand, and pointsare received for winning the hand). In some games, there are cards(which in one embodiment each say either size, statehood or population(and in a different embodiment each say size, independence, population,time zone, or life expectancy)) that are used to determine which rankingwill be the determinative ranking (e.g., size, statehood or population)for that trick, or it may be the determinative ranking for each trick inthat hand, such that on each trick in that hand the card's or cards'worth is measured in whole or in part by its relevant ranking. In someof these games, multiple cards that say either size, statehood orpopulation are laid out on the table and each player gets to remove atleast one of these cards until only one remains and that remaining carddetermines what is the relevant ranking for that hand. In other games,one card from the deck that says size, statehood or population is justrandomly chosen (usually the then top card in that deck) to determinethe relevant ranking. In most games involving tricks, a trick consistsof each player, one at a time, playing one card from his or her hand. Insome games, players may play more than one card in a trick, and in somegames players may not be permitted to play any card on a trick. Also, insome games players may each play his or her card or cards simultaneouslyduring a trick.

In other games, players try to obtain one or more groups of cards thatfor each group, the group consists of cards that have a certain number(it may be two, three, or it may be more than three, depending on thegame) of consecutive numbered rankings for one or more of the types ofrankings (e.g., size, statehood or population in one embodiment). Forexample, a player could have a group of cards that constitute three in arow for size (e.g., 6^(th), 7^(th) and 8^(th) largest states in size),and a separate group that constitutes four in a row for statehood (e.g,the 21^(st), 22^(nd), 23^(rd), and 24^(th) ranked cards in statehood(i.e., which reflects when they came into the union). In a differentembodiment, the groups the players try to obtain may be close in number,but not necessarily consecutive, in rankings or facts such as size,statehood, independence, time zone or life expectancy).

In other games (e.g., GeoPlunge Challenge Match games), a player willtry to “match” the card thrown by another player during a trick to tryto win the trick, and to “match” the card thrown by the prior player, aplayer must throw a card that is one lower or one higher in rank forsize, statehood or population than the card thrown by the prior player(and in a different embodiment players try to match by playing a cardthat is sufficiently close to the card thrown by another player withregard to size, independence, population, time zone or life expectancy).In some of these games another player throwing even later in the trickcould still win the trick by throwing a card that “matches” the mostrecently played matching card in that trick. In the type of gamedescribed above, the last person to match during a trick wins the hand.In other types of games, players try to match in a similar way and ifthey match they get to discard a certain number of cards including someor sometime all of the matching cards and the first player to discardall of his or her cards would win the hand or game. In other games,there is also a combination with the games in which players try to guessthe other players' cards in that players first do some guessing of someof each other's cards to determine how many cards each player will startwith during the matching part of the game.

In other games, there is a combination where a player can play one ormore of his or her ranking cards to help determine which ranking willthen be powerful for a trick, and it may even vary within a trick.

In some games, players may risk (e.g., in effect wager) some of theirother cards on a certain trick (the winner of which will be determinedby who has the better (although it can also be played with who has theworst) card or group of cards, out of the then selected cards, in therelevant ranking) and the relevant ranking will be determined by sometype of selection of the cards that, in one embodiment, state eithersize, statehood or population (in a different embodiment these cardswill state either size, independence, population, life expectancy ortime zone).

In some games, a player will try to form different groups based on eachstate's (or country's, in a different embodiment) rankings wheredifferent rankings must be used in the same group and the rankings mustbe sufficiently close to be in the same group. In these types of gamesrankings don't need to be consecutive.

In some games, players will try to use close (but need not be one apart)rankings to match cards and help them win.

In some games players try to use these rankings in part to obtain thebest hand, like in poker type games.

Some or all of each state's border states (or in a different embodiment,each country's border countries) are taken into account to play thegames. In some games, these borders states (or border countries in adifferent embodiment) are either used in trivia like games to try toguess the state card (or country card in a different embodiment) aplayer is holding based on some or all of its border states. In some ofthese games some of the time the person receiving the clue may have somechoice (but usually not total choice) as to what clue to receive andsometimes the person giving the clue may have some choice as to whatclue to give (and sometimes will have some choice as to which state (orwhich country in a different embodiment) to give the clue about) andother times there will be no discretion whatsoever and a certain cluemust be given.

In other games players to try to obtain one or more groups of cards thatfor each group, the group consists of cards, usually three or more pergroup, in which in some instances one of the cards in the group is astate that is a border state of each other card in the group, in someinstances each state in the group borders each other state in the group,and in some instances you can travel from any state in the group to anyother state in the group without ever traveling across any state otherthan a state in the group. In another embodiment, these same principlesare applied to border countries to form winning groups.

In other games, a player will try to “match” the card thrown by anotherplayer during a trick to try to win the trick, and to “match” the cardthrown by the prior player, a player must throw a card that is a borderstate (or border country in a different embodiment) of the card thrownby the prior player. In some of these games another player throwing evenlater in the trick could still win the trick by throwing a card that“matches” the most recently played matching card in that trick. In thetype of game described above, the last person to match during a trickwins the hand. In other types of games, players try to match in asimilar way and if they match they get to discard a certain number ofcards including some or sometime all of the matching cards and the firstplayer to discard all of his or her cards would win the hand or game. Inother games, there is also a combination in that players first do someguessing of some of each other's cards to determine how many cards eachplayer will start with during the matching part of the game.

In some games, players may in effect risk (e.g., wager) some of theirother cards on a certain trick (the winner of which will be determinedby who has the card or cards with the most border states (and it canalso be played in reverse with players seeking the least border states)out of the then selected cards. This may also be played in a similarfashion with border countries in a different embodiment.

In some games a player will try to form different groups based on statesbordering each other within a group where the group consists of cards,usually three or more per group, in which in some instances one of thecards in the group is a state that is a border state of each other cardin the group, in some instances each state in the group borders eachother state in the group, and in some instances you can travel from anystate in the group to any other state in the group without evertraveling across any state other than a state in the group. In a similarfashion, this can be played with border countries in a differentembodiment.

In some games players will try to use states bordering other states tomatch cards and help them win. In some games, a player will try to formdifferent groups based on bordering states being in the same group.Borders can also be relevant in poker type games.

These same types of principles also apply with regard to cards who statecapitals all begin with the same first letter. Similarly, these sametype of principles also apply to cards who are same relations capitals(see series games for definitions). Also, these same principles apply tocards in the same time zone, and in some of these games the state's timezones are equivalent to the suits of the cards. In many of these gamesthe person or team that wins the most tricks during a hand receivespoints. All of these concepts can also apply to countries (rather thanstates) in a different embodiment and in that embodiment the continentsare equivalent to the suits of the cards.

In one embodiment, rankings in size, statehood and population are usedto play the games, and particularly to play games where those rankingscan be used to determine which is the best card played on a trick,trivia games, which cards “match” other cards to win a trick, in gamesin which groups of cards form winning series, and in games that arepoker type games or other games where other cards in a player's hand arerisked during the hand based on rankings. In other games, states' borderstates are used to determining matching to win tricks during a game, andalso to determine which is best card played on a trick, to form winningseries, and games that are poker type games. For example, in somevariations, the same first letter of state capitals are used formatching and series types games and poker type games.

In any of the games described herein the points awarded are exemplaryonly and any other amounts of points could be used as well in thosegames. Also, generally speaking, the number of cards dealt each playeris exemplary only as well and can be greatly varied for each game.

FIG. 4 depicts various components for use in electronic play of thegame, in accordance with one embodiment of the present invention. Asshown in FIG. 4, in this embodiment, a player 40 plays at a terminal 41,such as a personal computer, a minicomputer, a microcomputer, a mainframe computer, or other device having a display, processor and GUI,including a hand-held electronic game, or other device, such as a slotmachine.

FIG. 5 presents components for electronic play of the game via anetwork, such as the Internet or an intranet, in accordance with anotherembodiment of the present invention. As shown in FIG. 5, a player 50plays at a terminal 51, such as a personal computer, a minicomputer, amicrocomputer, a main frame computer, or other device having a displayand processor. The terminal 51, is connected 52, 54, for example, viawired, wireless, or fiber optic coupling, and a network 53, such as theInternet or an intranet, to a server 55, such as personal computer, aminicomputer, a microcomputer, a main frame computer, or other devicehaving a processor.

The present invention may be implemented using hardware, software or acombination thereof and may be implemented in one or more computersystems or other processing systems. In one embodiment, the invention isdirected toward one or more computer systems capable of carrying out thefunctionality described herein. An example of such a computer system 200is shown in FIG. 6.

Computer system 200 includes one or more processors, such as processor204. The processor 204 is connected to a communication infrastructure206 (e.g., a communications bus, cross-over bar, or network). Varioussoftware embodiments are described in terms of this exemplary computersystem. After reading this description, it will become apparent to aperson skilled in the relevant art(s) how to implement the inventionusing other computer systems and/or architectures.

Computer system 200 can include a display interface 202 that forwardsgraphics, text, and other data from the communication infrastructure 206(or from a frame buffer not shown) for display on the display unit 230.Computer system 200 also includes a main memory 208, preferably randomaccess memory (RAM), and may also include a secondary memory 210. Thesecondary memory 210 may include, for example, a hard disk drive 212and/or a removable storage drive 214, representing a floppy disk drive,a magnetic tape drive, an optical disk drive, etc. The removable storagedrive 214 reads from and/or writes to a removable storage unit 218 in awell known manner. Removable storage unit 218, represents a floppy disk,magnetic tape, optical disk, etc., which is read by and written toremovable storage drive 214. As will be appreciated, the removablestorage unit 218 includes a computer usable storage medium having storedtherein computer software and/or data.

In alternative embodiments, secondary memory 210 may include othersimilar devices for allowing computer programs or other instructions tobe loaded into computer system 200. Such devices may include, forexample, a removable storage unit 222 and an interface 220. Examples ofsuch may include a program cartridge and cartridge interface (such asthat found in video game devices), a removable memory chip (such as anerasable programmable read only memory (EPROM), or programmable readonly memory (PROM)) and associated socket, and other removable storageunits 222 and interfaces 220, which allow software and data to betransferred from the removable storage unit 222 to computer system 200.

Computer system 200 may also include a communications interface 224.Communications interface 224 allows software and data to be transferredbetween computer system 200 and external devices. Examples ofcommunications interface 224 may include a modem, a network interface(such as an Ethernet card), a communications port, a Personal ComputerMemory Card International Association (PCMCIA) slot and card, etc.Software and data transferred via communications interface 224 are inthe form of signals 228, which may be electronic, electromagnetic,optical or other signals capable of being received by communicationsinterface 224. These signals 228 are provided to communicationsinterface 224 via a communications path (e.g., channel) 226. This path226 carries signals 228 and may be implemented using wire or cable,fiber optics, a telephone line, a cellular link, a radio frequency (RF)link and/or other communications channels. In this document, the terms“computer program medium” and “computer usable medium” are used to refergenerally to media such as a removable storage drive 214, a hard diskinstalled in hard disk drive 212, and signals 228. These computerprogram products provide software to the computer system 200. Theinvention is directed to such computer program products.

Computer programs (also referred to as computer control logic) arestored in main memory 208 and/or secondary memory 210. Computer programsmay also be received via communications interface 224. Such computerprograms, when executed, enable the computer system 200 to perform thefeatures of the present invention, as discussed herein. In particular,the computer programs, when executed, enable the processor 204 toperform the features of the present invention. Accordingly, suchcomputer programs represent controllers of the computer system 200.

In an embodiment where the invention is implemented using software, thesoftware may be stored in a computer program product and loaded intocomputer system 200 using removable storage drive 214, hard drive 212,or communications interface 224. The control logic (software), whenexecuted by the processor 204, causes the processor 204 to perform thefunctions of the invention as described herein. In another embodiment,the invention is implemented primarily in hardware using, for example,hardware components, such as application specific integrated circuits(ASICs). Implementation of the hardware and software so as to performthe functions described herein will be apparent to persons skilled inthe relevant art(s).

In yet another embodiment, the invention is implemented using acombination of both hardware and software.

Various exemplary games using the components of the present inventionwill now be described.

General Rules for Exemplary Games

An unlimited number of games can be played with the GeoPlunge cards andthe other cards described herein. For many of the games, the firstplayer (or first team, if the game is being played with teams) to reacha certain number of points (which is often 50 points where the GeoPlungecards representing states are used and 200 points where the GeoPlungecards representing countries are used) wins. In some variations, eachgame is played one hand a time, with each hand beginning with theplayers being dealt a certain number of GeoPlunge cards (which number ofcards varies depending upon the game). To determine who is the dealerfor the first hand of many of the games, each player, without looking,draws a card from the GeoPlunge card deck and whoever draws the highestranking size card (if the GeoPlunge cards representing countries areused) or highest ranking statehood card (if the GeoPlunge cardsrepresenting states are used) is the dealer. Thereafter, for many of thegames whoever wins the prior hand (e.g., gets the most points in a hand)is the dealer for the next hand, and if it is a tie for most points,then the dealer for the prior hand deals again. For many of the games,all of the card decks used are reshuffled after each hand.

Features of Exemplary State Based Games

One embodiment of the present invention contains state based GeoPlungecards. The state based set of one embodiment contains 50 GeoPlunge cards(one for each U.S. state), 36 GeoChallenge cards, and 12 GeoPower cards.Near the top of each GeoPlunge card is the state name (listed within acolor coded border based on the state's time zone), the state capital(with a star next to it), and a picture of the state flag. For the timezones, the color coded border is red for eastern states, green forcentral states, blue for mountain states and purple for Alaska, Hawaiiand pacific states (referred to as the pacific/other time zone forpurposes of the games). For purposes of playing many of the games withthe cards of the set of this embodiment, if a state is located in twotime zones, the state is considered to be in, and the color coded borderreflects, the time zone most of the state is located in (and the portionof the state not in that time zone is shaded a different color in thestate's picture near the bottom of the card so that the player is awarethat the state is in two time zones).

In addition, near the top of each GeoPlunge card for this set, listedfrom left to right, are the state's rankings in size (considering landmass only), statehood and population (based on information from the U.S.census bureau). Each GeoPlunge card also lists the state's borderstates, and three highly populated cities in the state (called the “Top3 Cities”). These cities, the first of which is listed in red (“Red TopCity”), the second in blue (“Blue Top City”) and the third in green(“Green Top City”) are, in general, listed in order from most to leastpopulated based on information from the U.S. Census Bureau. Each cardalso has a picture of the state showing the general location of theborder states, the state capital (indicated by a star), and the Top 3Cities (each indicated by a circle, or a star if it is the capital, inthe same color as the listing of the city). Each GeoPlunge card alsoincludes the names and pictures of the state flower and bird. Allpictures are approximations only and are not intended to be to scale.

GeoChallenge, GeoPlunge, and GeoPower Cards for Exemplary State BasedCard Variations

The GeoChallenge cards are used in the GeoPlunge Challenge games todetermine which clues will be provided in those games. The GeoPowercards are used in the GeoPlunge Power games to determine which cards arepowerful in those games.

Similar to the state based variations described above, othergeopolitical based cards of varying numbers may be used.

Several exemplary game descriptions will now be provided.

GeoPlunge Challenge Games General Rules to GeoPlunge Challenge Games

Various GeoPlunge Challenge games may be played, such as the followingexemplary embodiments: GeoPlunge Head-to-Head Challenge (played with twoplayers), GeoPlunge Multiple Challenge (played with three, four, five,six, seven, or eight players, except that where the GeoPlunge statecards are used, rather than the country cards, six is the maximum numberof players), and GeoPlunge Team Challenge (played with either two teamsof two players each, three teams of two players each, four teams of twoplayers each, two teams of three players each, or two teams of fourplayers each, except that where the GeoPlunge state cards are used,rather than the country cards, six is the maximum number of players) inwhich game the teammates sit across from each other, and not next toeach other. The GeoPlunge cards and the GeoChallenge cards are used. Insome embodiments, each hand, each player is dealt 3 GeoPlunge cards (inother versions of GeoPlunge Challenge games players may be dealt feweror more than 3 GeoPlunge cards so long as each player is dealt the samenumber of cards and there are a sufficient number of cards in theGeoPlunge deck for each player to receive that same number of cards). Aplayer removes a card from his or her hand only when another playercorrectly guesses the country of that card (except that where theGeoPlunge state cards are used, a player must correctly guess the stateof that card, rather than the country of that card). A hand ends whenonly one player has any GeoPlunge cards remaining in his or her hand,except that in GeoPlunge Team Challenge a hand also ends if the onlyplayers that have cards remaining in their hands are on the same team.

Specific GeoPlunge Challenge Game Rules 1. GeoPlunge Head-to-HeadChallenge: Two Players (See FIG. 7 for Flow Diagram of Play)

Playing the Game: The object of the game is to correctly guess all threecountries in the other player's hand before the other player correctlyguesses all three countries held in your hand (but in anotherembodiment, where the GeoPlunge state cards are used, the object of thegame is to correctly guess all three states in the other player's handbefore the other player correctly guesses all three states held in yourhand). As shown in FIG. 7, after each player is dealt three GeoPlungecards 70, the players give each other clues about the GeoPlunge cards intheir hands, and the GeoChallenge cards determine the clues that aregiven 71.

The players take turns picking the top card in the GeoChallenge carddeck. The player whose turn it is to guess picks and reads theGeoChallenge card. Some GeoChallenge cards indicate exactly what clue isto be given, other cards give the guesser some option as to what clue toreceive, and others give the clue-giver (referred to as the “Opponent”in the GeoChallenge cards) some option as to what clue to give. AGeoChallenge card is placed at the bottom of the deck after it is used.

Each hand, the dealer gives the first clue. For each player, the firsttime in a hand that the player gives a clue about one of his or herGeoPlunge cards 72, the player may select which of the three GeoPlungecards to give the clue about, and may make this selection after theGeoChallenge card is read by the other player. Thereafter, the playermust give clues only about that same GeoPlunge card 73 until the otherplayer correctly guesses the country or other geographic entity of thatcard (such as the state where the GeoPlunge state cards are used) 74, orthe hand is over. Once the country of that card (or the state of thatcard, where the state cards are used) is correctly guessed, the samerules apply to the second card in the clue-giver's hand for which clueswill be given. Whenever a clue-giver has more than one choice of whichclue to give, the clue-giver must, if possible, give a clue that he orshe has not given before for that GeoPlunge card during that hand.

Scoring: The first player to guess all of the other player's GeoPlungecards correctly in a hand 75 receives a predetermined number of points(e.g., 40 points where the country cards are used and 10 points wherethe state cards are used). Bonus points (e.g., 60 points where countrycards are used and 15 points where the state cards are used) are awardedif the winner correctly guesses all of the other player's GeoPlungecards before the other player has correctly guessed any of the winner'sGeoPlunge cards. Play may be repeated until a predetermined total pointlevel (e.g., 200 points where the country cards are used and 50 pointswhere the state cards are used) is reached by one player.

2. GeoPlunge Multiple Challenge:

All of the rules of GeoPlunge Head-to-Head Challenge apply, except asfollows.

Playing the Game: Each hand, the dealer will be the first clue-giver,followed by the player to the left of the dealer, followed by the playersecond to the left of the dealer, and so on. Each player other than theclue-giver gets to guess what the clue-giver's card is until one of theplayers guesses correctly or each has had a chance to guess. If eachplayer guesses incorrectly, that same GeoPlunge card will be guessed atnext time by each player when it is the clue-giver's turn to give a clueagain, which turn will occur once all of the other players have hadtheir next turn giving a clue on one of their GeoPlunge cards. Theplayer to the immediate left of the clue-giver picks the GeoChallengecard, is the first guesser, and where the guessers have some choice asto what clue to receive based on the GeoChallenge card picked, is alsothe person who determines the clue for the guessers to receive (i.e.,each guesser does not get to pick a separate GeoChallenge card; insteadthe guessers make their guess based on the GeoChallenge card picked bythe player to the immediate left of the clue-giver). Once all of aplayer's GeoPlunge cards have been guessed correctly in a hand, thatplayer may no longer give clues but may still guess as to the GeoPlungecards other players have. The winner of the hand is the last player tohave any GeoPlunge cards remaining.

Scoring: The winner of the hand receives a predetermined number ofpoints (e.g., 60 where the country cards are used, and 15 where thestate cards are used), except that if that player has all threeGeoPlunge cards remaining when everyone else has none, that playerreceives bonus points (e.g., 60 where the country cards are used, and 15where the state cards are used). The next to last person to have anyGeoPlunge cards remaining receives additional points (e.g., 30 where thecountry cards are used, and 8 where the state cards are used), and wherethere are four or more players in the game, the third to last person tohave any GeoPlunge cards remaining receives additional points (e.g., 15where the country cards are used, and 4 where the state cards are used).

3. GeoPlunge Team Challenge:

All of the rules of GeoPlunge Multiple Challenge apply except that (i) ahand also ends if the only players that have cards remaining in theirhands are on the same team; (ii) the clue-giver's teammate(s) does notguess at the clue-giver's cards; (iii) the team that wins the handreceives a predetermined number of points (e.g., 60 where the countrycards are used, and 15 where the state cards are used); (iv) bonuspoints (e.g., 40 where the country cards are used, and 10 where thestate cards are used are awarded to the winning team for the hand if anyof the members of the team has all of his or her cards remaining at theend of the hand, or all of the members of the team have at least onecard remaining at the end of the hand; (v) where there are three or moreteams playing, the next to last team to have any GeoPlunge cardsremaining in one of their player's hands receives additional points(e.g., 30 where the country cards are used, and 8 where the state cardsare used); and (vi) where there are four teams playing, the third tolast team to have any GeoPlunge cards remaining in one of their player'shands receives additional points (e.g., 15 where the country cards areused, and 4 where the state cards are used).

GeoPlunge Match Games General Rules to GeoPlunge Match Games

Numerous variations of GeoPlunge Match games may be played, includingthe following exemplary embodiments where the GeoPlunge country cardsare used: GeoPlunge Continent Match, GeoPlunge Basic BC (i.e., Borderand Capital) Match, GeoPlunge Basic SIP (i.e., Size, Independence orPopulation) Match, GeoPlunge Basic GR (i.e., Government and Religion)Match, GeoPlunge Basic LC (i.e., Language and Currency) Match; GeoPlungeBasic TL (i.e., Time Zone and Life Expectancy) Match (each of which maybe played with two, three, four, five, six, seven, or eight players);and GeoPlunge Advanced BC Match, GeoPlunge Advanced SIP Match, GeoPlungeAdvanced GR Match, GeoPlunge Advanced LC Match; and GeoPlunge AdvancedTL Match (each of which may be played with three, four, five, six,seven, or eight players); and the following exemplary embodiments wherethe GeoPlunge state cards are used: GeoPlunge Basic Border Match,GeoPlunge Advanced Border Match, GeoPlunge Basic SSP Match, GeoPlungeAdvanced SSP Match, and GeoPlunge Capitals Match. Only the GeoPlungecards are used. In addition, all of the GeoPlunge Match games may alsobe played with two teams of two players each, three teams of two playerseach, four teams of two players each, two teams of three players each ortwo teams of four players each, except that in those games using thestate cards, there can only be two teams of two players each (and ineach of these games with teams, teammates sit across from each other,not next to each other).

For example, in each hand, in some embodiments each player is dealt 10cards, and 10 tricks are played during the hand (but the number of cardsdealt, and the number of tricks played during a hand, can vary in any ofthe embodiments of the GeoPlunge Match games so long as there are atleast 3 cards dealt to each player and at least 3 tricks played, and ineach hand the number of cards dealt to each player will equal the numberof tricks played on that hand; therefore, for example, players may, ifthey wish, have 4 cards dealt to each player, and 4 tricks on eachhand). A trick consists of each player, in clockwise order, one at atime, playing (i.e., placing onto the table or other playing surface)one of his or her GeoPlunge cards. For each hand, on the first trick thedealer is the first person to play a card (this is called leading).Thereafter, whoever wins a trick leads on the next trick. For eachtrick, each player can play any card then remaining in his or her hand(a player cannot play any card he or she has already played on a priortrick).

In each GeoPlunge Match game, whoever wins the most tricks wins the handand gets a certain number of points, for example, 40 points may be givenwhere the country cards are used and 10 points where the state cards areused (unless that player unsuccessfully seeks to GeoPlunge as describedbelow). If it is a tie, the player who took the last trick between thosewho tied wins the points. Where the players are playing the games suchthat at least 8 cards are dealt to each player (and therefore there areat least 8 tricks per hand), a player gets bonus points (e.g., 60 pointswhere the country cards are used or 15 points may be given where thestate cards are used) if he or she announces before more than half thetricks are played in a hand that he or she is seeking to GeoPlunge andthat player wins at least all but 2 of the 10 tricks (or, unless thegame is being played with teams, at least all but 3 of the tricks ifthere are at least three players, or at least all but four of the tricksif there are at least five players). Otherwise, he or she does notreceive any points even if that player wins the majority of the tricks.

If a GeoPlunge Match game is played with teams, the scoring is the sameas above, except that it applies to the team rather than the individual.For example, whichever team wins the most tricks wins the hand and getspoints (e.g., 40 may be given where the country cards are used and 10may be given where the state cards are used), unless that teamunsuccessfully seeks to GeoPlunge. If a player on a team announcesbefore more than half the tricks have been played in a hand that theteam is seeking to GeoPlunge, that team gets bonus points (e.g., 60 maybe given where the country cards are used and 15 may be given where thestate cards are used) if it wins at least all but two of the tricks (orat least all but three of the tricks if there are at least three teams).Otherwise, that team gets no points even if it wins the majority of thetricks. The tricks won by a team equals the sum of the tricks won byeach player on the team.

Specific GeoPlunge Match Game Rules 1. GeoPlunge Continent Match—Two toEight Players

Playing the Game: The person who leads on a trick will win the trick ifnone of the other players play a card on that trick that is of the samecontinent as the card led. If one player plays a card that is the samecontinent as the card led, that player wins the trick. If two or moreplayers play a card that is the same continent as the card led, the lastto play such a card (i.e., the last to match) wins the trick.

2. GeoPlunge Basic BC Match—Two to Eight Players

Playing the Game: The person who leads on a trick will win the trick ifnone of the other players play a card on that trick that is either aborder country of the card led or whose country's capital begins withthe same first letter as the capital of the country of the card led. Ifone player plays a card that is a border country of the card led orwhose country's capital begins with the same first letter as the capitalof the country of the card led, that player wins the trick. If two ormore players play a card that is a border country of the card led orwhose country's capital begins with the same first letter as the capitalof the country of the card led, the last to play such a card (i.e., thelast to match) wins the trick.

3. GeoPlunge Advanced BC Match—Three to Eight Players

Playing the Game: The rules for GeoPlunge Basic BC Match apply, exceptas follows. After one person plays a card (the “matching card”) that isa border country of the card led on a trick or whose country's capitalbegins with the same first letter as the capital of the country of thecard led, for a subsequent player to take that trick he or she must dothe following: play a card (the “new matching card”) that is a bordercountry of the matching card or whose country's capital begins with thesame first letter as the capital of the country of the matching card. Aplayer whose turn is after the subsequent player's turn could still takethe trick by playing a GeoPlunge card that is a border country of thenew matching card or whose country's capital begins with the same firstletter as the capital of the country of the matching card, and so on.

4. GeoPlunge Basic SIP Match—Two to Eight Players

Playing the Game: The person who leads on a trick will win the trick ifnone of the other players play a card on that trick that (i) is ten orless lower or higher in rank for Size or Population than the card led;or (ii) has a year of independence that is within ten years of the yearof independence of the card led. If one player plays a card that (i) isten or less lower or higher in rank for Size or Population than the cardled; or (ii) has a year of independence that is within ten years of theyear of independence of the card led, that player wins the trick. If twoor more players play such a card, the last to play such a card (i.e.,the last to match) wins the trick.

5. GeoPlunge Advanced SIP Match—Three to Eight Players

Playing the Game: The rules for GeoPlunge Basic SIP Match apply, exceptas follows. After one person plays a card (the “matching card”) that (i)is ten or less lower or higher in rank for Size or Population than thecard led; or (ii) has a year of independence that is within ten years ofthe year of independence of the card led, for a subsequent player totake that trick he or she must do the following: play a card (the “newmatching card”) that (i) is ten or less lower or higher in rank for Sizeor Population than the matching card; or (ii) has a year of independencethat is within ten years of the year of independence of the matchingcard. A player whose turn is after the subsequent player's turn couldstill take the trick by playing a card that (i) is ten or less lower orhigher in rank for Size or Population than the new matching card; or(ii) has a year of independence that is within ten years of the year ofindependence of the new matching card, and so on.

6. GeoPlunge Basic GR Match—Two to Eight Players

Playing the Game: The person who leads on a trick will win the trick ifnone of the other players play a card on that trick whose country hasthe same type of government as the card led or whose country has thesame religions as the card led. If one player plays a card whose countryhas the same type of government as the card led or whose country has thesame religions as the card led, that player wins the trick. If two ormore players play a card whose country has the same type of governmentas the card led or whose country has the same religions as the card led,the last to play such a card (i.e., the last to match) wins the trick.

7. GeoPlunge Advanced GR Match—Three to Eight Players

Playing the Game: The rules for GeoPlunge Basic GR Match apply, exceptas follows. After one person plays a card (the “matching card”) whosecountry has the same type of government as the card led or whose countryhas the same religions as the card led, for a subsequent player to takethat trick he or she must do the following: play a card (the “newmatching card”) whose country has the same type of government as thematching card or whose country has the same religions as the matchingcard. A player whose turn is after the subsequent player's turn couldstill take the trick by playing a card whose country has the same typeof government as the new matching card or whose country has the samereligions as the new matching card, and so on.

8. GeoPlunge Basic LC Match—Two to Eight Players

Playing the Game: The person who leads on a trick will win the trick ifnone of the other players play a card on that trick whose country hasthe same languages or currency as the card led. If one player plays acard whose country has the same languages or currency as the card led,that player wins the trick. If two or more players play a card whosecountry has the same languages or currency as the card led, the last toplay such a card (i.e., the last to match) wins the trick.

9. GeoPlunge Advanced LC Match—Three to Eight Players

Playing the Game: The rules for GeoPlunge Basic LC Match apply, exceptas follows. After one person plays a card (the “matching card”) whosecountry has the same languages or currency as the card led, for asubsequent player to take that trick he or she must do the following:play a card (the “new matching card”) whose country has the samelanguages or currency as the matching card. A player whose turn is afterthe subsequent player's turn could still take the trick by playing acard whose country has the same languages or currency as the newmatching card, and so on.

10. GeoPlunge Basic TL Match—Two to Eight Players

Playing the Game: The person who leads on a trick will win the trick ifnone of the other players play a card on that trick that (i) is withintwo of the time zone of the card led; or (ii) within two of the lifeexpectancy of the card led. If one player plays a card that (i) iswithin two of the time zone of the card led; or (ii) within two of thelife expectancy of the card led, that player wins the trick. If two ormore players play such a card, the last to play such a card (i.e., thelast to match) wins the trick.

11. GeoPlunge Advanced TL Match—Three to Eight Players

Playing the Game: The rules for GeoPlunge TL Match apply, except asfollows. After one person plays a card (the “matching card”) that (i) iswithin two of the time zone of the card led; or (ii) within two of thelife expectancy of the card led, for a subsequent player to take thattrick he or she must do the following: play a card (the “new matchingcard”) that (i) is within two of the time zone of the matching card; or(ii) within two of the life expectancy of the matching card. A playerwhose turn is after the subsequent player's turn could still take thetrick by playing a card that (i) is within two of the time zone of thenew matching card; or (ii) within two of the life expectancy of the newmatching card, and so on.

12. GeoPlunge Basic Border Match—Two to Five Players

The person who leads on a trick will win the trick if none of the otherplayers play a card on that trick that is a border state of the cardled. If one player plays a card that is a border state of the card led,that player wins the trick. If two or more players play a card that is aborder state of the card led, the last to play such a card (i.e., thelast to match) wins the trick.

13. GeoPlunge Advanced Border Match—Three to Five Players

The rules for GeoPlunge Basic Border Match apply, except as follows.After one person plays a card (the “matching card”) that is a borderstate of the card led on a trick, for a subsequent player to take thattrick he or she must do the following: play a card (the “new matchingcard”) that is a border state of the matching card. The new matchingcard does not have to be a border state of the GeoPlunge card led. Aplayer whose turn is after the subsequent player's turn could still takethe trick by playing a GeoPlunge card that is a border state of the newmatching card, and so on.

14. GeoPlunge Basic SSP Match—Two to 5 Players

The person who leads on a trick will win the trick if none of the otherplayers play a card on that trick that is one lower or one higher inrank for Size, Statehood or Population than the card led. If one playerplays a card that is one lower or one higher in rank for Size, Statehoodor Population than the card led, that player wins the trick. If two ormore players play such a card, the last to play such a card (i.e., thelast to match) wins the trick.

15. GeoPlunge Advanced SSP Match—Three to Five Players

The rules for GeoPlunge Basic SSP Match apply, except as follows. Afterone person plays a card (the “matching card”) that is one lower or onehigher in rank for Size, Statehood or Population than the card led onany trick, for a subsequent player to take that trick he or she must dothe following: play a card (the “new matching card”) that is one loweror one higher in rank for Size, Statehood or Population than thematching card. The new matching card does not have to be one lower orone higher in rank for Size, Statehood or Population than the card led.A player whose turn is after the subsequent player's turn could stilltake the trick by playing a card that is one lower or one higher in rankfor Size, Statehood or Population than the new matching card, and so on.

16. GeoPlunge Capital Match—Two to Five Players

The person who leads on a trick will win the trick if none of the otherplayers play a card on that trick in which the state capital of the cardplayed begins with the same first letter as the state capital of thecard led. If one player plays a card in which the state capital of thecard played begins with the same first letter as the state capital ofthe card led, that player wins the trick. If two or more players playsuch a card, the last to play such a card (i.e., the last to match) winsthe trick.

FIG. 8 presents a flow diagram of play of an exemplary GeoPlunge MatchGame, in accordance with an embodiment of the present invention. Asshown in FIG. 8, hands of GeoPlunge cards are dealt or assigned to eachplayer 80. Players in turn play GeoPlunge cards, each player playing onecard per trick 81. The player that leads on a trick wins the trick onlyif no other player plays a matching card of card led 82. If any playerplays matching card of card led, the last player to present a card thatmatches the card led wins the trick (and in some games once one playerplays matching card, next person must match most recent matching card towin trick) 83.

Whether a card matches another card varies by game and may be based onone or more of the following, depending on the game, where the statecards are used: (ii) a similar ranking (such as two cards haveconsecutive rankings in either size, statehood or population); (ii)cards are border states of each other (or it may be they both share acommon border in some games); (iii) cards are in the same time zone;and/or (iv) the state capital of each card begins with the same firstletter. Where the country cards are used, the matches may be based onthe factors listed earlier under those games.

Play continues until all of the tricks are won 84. Scoring is determinedfrom tricks won by each player during each hand 85. The game continuesuntil one player/team reaches a predetermined point goal, such as apoint total 86.

GeoPlunge Series Games General Rules to GeoPlunge Series Games

Various GeoPlunge Series games may be played, such as the followingvariations where the GeoPlunge country cards are used: GeoPlungeContinent Series, GeoPlunge BC (i.e., Border and Capital) Series,GeoPlunge SIP (i.e., Size, Independence and Population) Series,GeoPlunge GRT (Government, Religion and Time Zone) Series, GeoPlunge LCL(Language, Currency and Life Expectancy) Series and GeoPlunge DealerSelects Series; and the following variations where the GeoPlunge statecards are used: GeoPlunge Border Series, GeoPlunge SSP Series, GeoPlungeCapital Series and GeoPlunge Dealer Select Series. Each GeoPlunge Seriesgame is played with two, three, or four players. Only the GeoPlungecards are used. For each hand, the player to the dealer's immediate leftis dealt eight cards and each of the other players, including thedealer, receives seven cards. (In other variations of these games, theplayers may be dealt any different number of cards so long as eachplayer is dealt at least two cards and all the players, other than theplayer to the dealer's left who receives one more card than the otherplayers, receive the same number of cards. In other embodiments of thesegames, including where a different number of cards are dealt to eachplayer, the size of the groups, and the number of the groups may change(e.g., where five cards are dealt to each player (other than the playerto the left of the dealer who receives six cards, the games may beplayed where each player needs one winning group of five cards toreceive points, or the games may be played where each player needs awinning group of three cards and another winning group of two cards toreceive points).

Where there are two players, for each GeoPlunge Series game, the play ofthe hand starts with the non-dealer discarding a card from his or herhand face up. The dealer then either selects the card discarded or thenext card in the deck. After taking the discarded card or the next cardin the deck, the dealer discards a card from his or her hand face up.Except as described in the next paragraph, until one of the players winsthe hand, each player in turn will continue to either take the carddiscarded by the other player or pick the next card in the deck, andthen discard a card from his or her hand (the card the player thendiscards from his or her hand can be, if the player wishes, the card theplayer just picked from the deck). (Also, a player may not look at thenext card in the deck until and unless the player selects that card.)Where there are three or four players, play begins with the player tothe immediate left of the dealer discarding a card face up, and playproceeds in clockwise order with each player in turn then eitherselecting the card discarded by the player to his or her right (exceptas described below) or selecting the next card in the deck, and thendiscarding a card from his or her hand.

During each hand, each player is permitted to twice discard cards facedown, but a player cannot do so the first time he or she discards a cardduring a hand (the cards a player decides to discard face down arecalled “Untouchable” cards for that hand). When an Untouchable card isdiscarded, the player whose turn it is to select is not allowed to pickor look at that card and must pick the next card from the deck. If noplayer has won the hand after all of the cards have been picked, thediscarded cards other than the Untouchable cards are reshuffled and playis then continued. (The players may, if they agree, vary the games sothat there are no Untouchable cards, 1 Untouchable Card, or more than 2Untouchable Cards, and if they wish the players may also vary the gamesso that an Untouchable Card could be played the first time a playerplays a card.)

Specific GeoPlunge Series Game Rules 1. GeoPlunge Continent Series—Twoto Four Players

Playing the Game: To win a player must have in his or her hand a groupof four cards, and a separate group of three cards, where for each group(a) all of the cards in the group are in the same continent. Inaddition, to win, a player must have two different types of groups(e.g., a player's group of four cards and group of three cards cannotboth be cards in Africa), and at least one of the groups must be made upof cards that are either all in North America, all in South America orall in the Oceanus. No card can be used in more than one group.

Scoring: Points (e.g, 30) are awarded for winning the hand. Bonus points(e.g., 50) are awarded if the group of four cards are all in SouthAmerica or are all in the Oceanus. Bonus points (e.g., 30) are awardedif the group of three cards are all in South America or are all in theOceanus.

2. GeoPlunge BC Series—Two to Four Players

Playing the Game: To win a player must have in his or her hand twogroups of cards. One of the groups must consist of four cards whereeither (i) one of the countries in the group borders each of the otherthree countries in the group (a “Border 4”) or all of the countries inthe group have capitals that being with the same first letter (a“Capital 4”). The other group must consist of three cards where (i) oneof the countries in the group borders each of the other two countries inthe group (a “Border 3”) or all of the countries in the group havecapitals that being with the same first letter (a “Capital 3”). No cardcan be used in more than one group. In addition to win, one group mustbe a border group (i.e., either a Border 4 or Border 3), and the othergroup must be a capital group (i.e., either a Capital 4 or Capital 3)

Scoring: Points (e.g, 30) are awarded for winning the hand. Bonus points(e.g., 50) are awarded if the group of four cards consists of fourcountries that all border each other (which is called a “4 Border All”)or a Capital 4 where all four countries are in the same continent (whichis called a “4 Capital All”). Additional bonus points (e.g., 30) areawarded if the group of three cards consists of three countries that allborder each other (which is called a “3 Border All”) or a Capital 3where all three countries are in the same continent (which is called a“3 Capital All”).

3. GeoPlunge SIP Series—Two to Four Players

Playing the Game: To win a player must have in his or her hand a groupof four cards, and a separate group of three cards, where for each groupall of the cards in the group have “Close Ranks in Size,” “Close Ranksin Population,” or “Close Dates of Independence”. Cards in a group have“Close Ranks in Size” if the difference in size rankings between thehighest and lowest size rankings of the cards in the group is no morethan ten (e.g., size rankings of 48, 53, 54 and 58). Cards have “CloseRanks in Population” if the difference in population rankings betweenthe highest and lowest population ranking of the cards in the group isno more than ten (e.g., population rankings of 113, 116, 117 and 122).Cards in a group have Close Dates of Independence if the difference inthe years of independence between the earliest date of independence andthe latest date of independence of the cards in the group is no morethan 10 years (e.g., years of independence of 1984, 1991, 1991, and1992). To win, a player also must have two different types of groups(e.g., the group of four cards and the group of three cards cannot bothbe groups that have close rankings in Size). No card can be used in morethan one group.

Scoring: Points (e.g., 30) are awarded for winning the hand. Bonuspoints (e.g., 40) are awarded if the group of four cards is comprised ofcountries whose size or population rankings are no more than five apartor whose years of independence are all no more than five apart.Additional bonus points (e.g., 20) are awarded if the group of threecards is comprised of countries whose size or population rankings areall no more than five apart or whose years of independence are all nomore than five apart.

4. GeoPlunge GRT Series—Two to Four Players

Playing the Game: To win a player must have in his or her hand a groupof four cards, and a separate group of three cards, where for each groupall of the cards in the group have the same type of government, the samereligions, or the same time zone. To win, a player also must have twodifferent types of groups (e.g. the group of four cards and the group ofthree cards cannot both be groups relating to the same type ofgovernment). No card can be used in more than one group.

Scoring: Points (e.g., 30) are awarded for winning the hand. Bonuspoints (e.g., 40) are awarded if the group of four cards is comprised ofcountries that all are in the same time zone. Bonus points (e.g., 20)are awarded if the group of three cards is comprised of countries thatall are in the same time zone.

5. GeoPlunge LCL Series—Two to Four Players

Playing the Game: To win, a player must have in his or her hand a groupof four cards, and a separate group of three cards, where for each groupall of the cards in the group have the same language, the same currencyor have life expectancies that are two or less years apart. To win, aplayer also must have two different types of groups (e.g. the group offour cards and the group of three cards cannot both be groups relatingto the same languages). No card can be used in more than one group.

Scoring: Points (e.g., 20) are awarded for winning the hand. Bonuspoints (e.g, 40) are awarded if the group of four cards is comprised ofcountries that have life expectancies that are two or less years apart.Additional bonus points (e.g., 20) are awarded if the group of threecards is comprised of countries that have life expectancies that are twoor less years apart.

6. GeoPlunge Dealer Selects Series—Two to Four Players

Playing the Game and Scoring: For each hand, after the cards are dealtbut before any cards are played, the dealer chooses whether for thathand the players will have the play of the hand and the scoring based onGeoPlunge Continent Series, GeoPlunge BC (i.e., Border and Capital)Series, GeoPlunge SIP (i.e., Size, Independence and Population) Series,GeoPlunge GRT (Government, Religion and Time Zone) Series, or GeoPlungeLCL (Language, Currency and Life Expectancy) Series.

7. GeoPlunge Border Series—Two to Four Players

Playing the Game: To win a player must have in his or her hand twogroups of cards. One of the groups must consist of four cards where oneof the states in the group borders each of the other three states in thegroup. The other group must consist of three cards where one of thestates in the group borders each of the other two states in the group.No card can be used in more than one group.

Scoring: Eight points are awarded for winning the hand. Ten bonus pointsare awarded if the group of four cards consists of four states that allborder each other (which is called a “4 All”). Five bonus points areawarded if the group of three cards consists of three states that allborder each other (which is called a “3 All”).

8. GeoPlunge Capital Series—Two to Four Players

Playing the Game: To win a player must have in his or her hand a groupof 4 cards, and a separate group of 3 cards, where for each group (a)all of the state capitals in the group begin with the same first letter(which is called “Same First Letter Capitals”); or (b) all of the statecapitals in the group are the same in relation to the Top 3 Cities(which is called “Same Relation Capitals”). All of the cards in a groupare Same Relation Capitals only if (a) all of the state capitals are RedTop Cities (which are called “Red Top City Capitals”); or (b) all of thestate capitals are Blue Top Cities (which are called “Blue Top CityCapitals”); or (c) all of the state capitals are Green Top Cities (whichare called “Green Top City Capitals”); or (d) none of the state capitalsis a Red Top City, Blue Top City or a Green Top City (which are called“No Top City Capitals”). In addition, to win, a player must have twodifferent types of groups (e.g., a player's group of 4 cards and groupof 3 cards cannot both be Blue Top City Capital groups), and at leastone of the groups must be Same First Letter Capitals, Blue Top CityCapitals or Green Top City Capitals. No card can be used in more thanone group.

Scoring: Eight points are awarded for winning the hand. Ten bonus pointsare awarded if the group of four cards is Same First Letter Capitals orGreen Top City Capitals. Five bonus points are awarded if the group ofthree cards is Same First Letter Capitals or Green Top City Capitals.

9. GeoPlunge Capital Series—Two to Four Players

Playing the Game: To win a player must have in his or her hand a groupof 4 cards, and a separate group of 3 cards, where for each group all ofthe cards in the group have successive ranks of Size, all havesuccessive ranks of Statehood, or all have successive ranks ofPopulation (e.g., ranking as the 5^(th) through 8^(th) most populatedstates). To win, a player also must have two different types of groups(e.g. the group of 4 cards and the group of 3 cards cannot both begroups having successive ranks of Size). No card can be used in morethan one group.

Scoring: Eight points are awarded for winning the hand. Ten bonus pointsare awarded if the group of four cards is comprised of states all in thesame Zone. Five bonus points are awarded if the group of three cards iscomprised of states all in the same Zone. (The Zone of each card isdetermined by the color of the border at the top of the card).

10. GeoPlunge Dealer Selects Series—Two to Four Players

Playing the Game and Scoring: For each hand, after the cards are dealtbut before any cards are played, the dealer chooses whether for thathand the players will have the play of the hand and the scoring based onGeoPlunge Border Series, GeoPlunge SSP Series, or GeoPlunge CapitalSeries.

FIG. 9 presents a flow diagram of play of an exemplary GeoPlunge SeriesGame, in accordance with an embodiment of the present invention. Handsof GeoPlunge cards are dealt or assigned to each player 90. The playersin turn, one at a time, play a card and, with certain exceptions, aplayer can either take a card played by another player or take the nextcard in the deck 91. The first player to have winning groups of acertain number of cards within the group (and it may be more than onegroup) of cards in the player's hand wins the hand 92.

Whether groups of cards are winning groups varies by game and may bebased on one or more of the following where the GeoPlunge state cardsare used, depending on the game: (i) groups of cards that haveconsecutive rankings in size, statehood or population; (ii) groups ofcards in which one card in the group is a border state of each of theother cards in the group (or in some games it must be that a person cantravel from one state in the group to another state in the group whilecrossing all of the other states in the group and not any other states);(iii) groups of cards in the same time zone; (iv) groups of cards inwhich each state capital in the group begins with the same first letter;(v) groups of cards in which each card in the group has a state capitalthat is the most populous city in its state, or groups of cards in whicheach card in the group has a state capital that is the second mostpopulous city in the state, or groups of card in which each card in thegroup has a state capital that is the third most populous city in itsstate; or (iv) groups of cards in which each card in the group has astate capital that is not the first, second or third most populous cityin its state. Where the GeoPlunge country cards are used, examples ofthe groupings are set forth in games described above.

Scoring is determined by which player wins the hand, and extra pointsmay be awarded for certain types of groups 93. The game continues untilone player/team reaches a predetermined point goal, such as a pointtotal 94.

GeoPlunge Power Games

General Rules that Apply to all of the GeoPlunge Power Games

Various GeoPlunge Power games may be played, such as the following:GeoPlunge Basic Power (Country Version), GeoPlunge Intermediate Power(Country Version), GeoPlunge Advanced Power (Country Version), GeoPlungeBasic Power, GeoPlunge Intermediate Power, and GeoPlunge Advanced Power.Each GeoPlunge Power game Country Version may be played with two, three,four, five, six, seven, or eight players, and each other GeoPlunge Powergame may be played with two, three or four players. Each GeoPlunge Powergame Country Version may also be played with two teams of two playerseach, three teams of two players each, four teams of two players each,two teams of three players each, or two teams of four players each, andeach other GeoPlunge Power game may also be played with two teams of twoplayers each (if the game is played with teams, teammates should sitacross from each other, not next to each other). Both the GeoPlungecards and the GeoPower cards are used.

In some embodiments, each hand, each player is dealt nine cards, andnine tricks are played during the hand (but the number of cards dealt,and the number of tricks played during a hand, can vary in any of theembodiments of the GeoPlunge Power games so long as there are at least 3tricks cards dealt to each player and at least 3 tricks played, and ineach hand the number of cards dealt to each player will equal the numberof tricks played on that hand; therefore, for example, players may, ifthey wish, have 4 cards dealt to each player, and 4 tricks on eachhand). A trick consists of each player, in clockwise order, one at atime, playing (i.e., placing onto the table or other playing surface)one of his or her GeoPlunge cards. For each hand, on the first trick thedealer is the first person to play a card (this is called leading).Thereafter, whoever wins a trick leads on the next trick. (During ahand, a player cannot play any card he or she has already played on aprior trick in that hand.)

Each hand, after the players are dealt their GeoPlunge cards, theplayers select from the GeoPower card deck the Control GeoPower card forthat hand, which card helps determine which GeoPlunge cards will bepowerful during that hand. To determine what will be the ControlGeoPower card, the dealer lays face up in the middle of the table orother playing surface a certain number of GeoPower cards. The number ofGeoPower cards laid face up should be two greater than the number ofplayers (or in other embodiments it can be just one card laid face up,which will automatically be the Control GeoPower card, or it can be lessthan or more than two greater than the number of players (for example,it may be one more than the number of players in which case each playerwill remove one GeoPower card and the remaining card will be the ControlGeoPower card.)

In the embodiment where the number of GeoPower cards laid face up is twogreater than the number of players, the dealer removes two of theGeoPower cards laying face up. Each other player in turn (going inclockwise order) then removes one of the remaining GeoPower cards sothat only one GeoPower card remains laying face up. The remainingGeoPower card is the Control GeoPower card for that hand.

Specific GeoPlunge Power Game Rules 1. GeoPlunge Basic Power (CountryVersion)—Two to Eight Players

Playing the Game and Ranking of the GeoPlunge Cards: For each trickduring a hand, each player can play any card then remaining in his orher hand, and whoever plays the highest ranking GeoPlunge card wins thattrick. The Control GeoPower card for that hand determines the ranking ofthe GeoPlunge cards. For each hand in which the Control GeoPower cardsays:

-   -   (1) Size, the GeoPlunge cards are ranked based on the size of        the country, with Russia as the highest ranking card;    -   (2) Independence, the GeoPlunge cards are ranked based on their        year of independence, with the country that has had independence        for the longest period as the highest ranking card cards (if two        players play a card with the same year of independence, the        first to play such a card wins as between those two players);    -   (3) Population, the GeoPlunge cards are ranked based on the        population of the country, with China as the highest ranking        card;    -   (4) Time Zone, the GeoPlunge cards are ranked based on the time        zone of the country, with the countries with the earliest time        zones (i.e., the largest, in terms of absolute value, negative        numbers) as the highest ranking cards (if two players play a        card with the same time zone, the first to play such a card wins        as between those two players);    -   (5) Life Expectancy, the GeoPlunge cards are ranked based on the        life expectancy of the people in the country, with the countries        with the greatest life expectancies as the highest ranking cards        (if two players play cards with the same life expectancy, the        first to play such a card wins as between those two players).

Scoring: Unless a player seeks to GeoPlunge (as described below), theplayer who wins the most tricks each hand gets a predetermined number ofpoints (e.g., 40). If it is a tie, the player who took the last trickamong the tied players gets the points. In embodiments where the playersare dealt at least 8 cards each, if a player announces before more thanhalf the tricks have been played in a hand that the player is seeking toGeoPlunge, that player gets bonus points (e.g., 80) if he or she wins atleast all but one of the tricks (or, unless the game is being playedwith teams, at least all but two of the tricks if there are at leastthree players, or at least all but three of the tricks if there are atleast five players). Otherwise, that player gets no points even if he orshe wins the majority of the tricks.

If the game is played with teams, the scoring is the same as above,except that it applies to the team rather than the individual. Forexample, whichever team wins the most tricks wins the hand and gets thepredetermined points (unless that team unsuccessfully seeks toGeoPlunge). If a player on a team announces before more than half thetricks in a hand have been played that the team is seeking to GeoPlunge,that team gets the bonus points if it wins at least all but one of thetricks (or at least all but two of the tricks if there are at leastthree teams). Otherwise, that team gets no points even if it wins themajority of the tricks. The tricks won by a team equals the sum of thetricks won by each player on the team.

2. GeoPlunge Intermediate Power (Country Version)—Two to Eight Players

All of the scoring rules for GeoPlunge Basic Power (Country Version)apply, and all of the other rules in GeoPlunge Basic Power apply, exceptas follows.

Playing the Game: For each trick, the person who plays the highestranking card in the continent of the card that is led wins the trick.Just like in GeoPlunge Basic Power (Country Version), for each trick,the player who leads on that trick can play any card then remaining inhis or her hand. However, in GeoPlunge Intermediate Power, for eachtrick, each player who does not lead on that trick must, if possible,play a card from his or her hand that is in the same continent as thecard led. If a player does not have a card remaining in his or her handthat is in the same continent as the card led, the player may play anycard then remaining in his or her hand.

3. GeoPlunge Advanced Power (Count Version)—Two to Eight Players SeeFIG. 10 for Flow Diagram of Play)

Ranking of the GeoPlunge Cards: Each hand, both the Control GeoPowercard, and a Governing card will help determine which GeoPlunge cardswill be powerful during that hand. The Governing card will be one of theGeoPlunge cards that is not dealt to the players during that hand.

To determine the Governing card for a hand, following dealing of thehands, immediately after the Control GeoPower card is selected, thedealer lays face up in the middle of the table or other playing surfacea certain number of GeoPlunge cards from the top of the deck. The numberof GeoPlunge cards laid face up should be two greater than the number ofplayers (or in other embodiments it can be just one card laid face up,which will automatically be the Governing card, or it can be less thanor more than two greater than the number of players (for example, it maybe one more than the number of players in which case each player willremove one GeoPlunge card laid face up and the remaining card will bethe Governing card.)

In the embodiment where the number of GeoPlunge cards laid face up istwo greater than the number of players, the dealer then removes two ofthe GeoPlunge cards laid face up. Each other player in turn (going inclockwise order) then removes one of the remaining GeoPlunge cards laidface up so that only one GeoPlunge card remains face up. That card isthe Governing card for that hand. (The GeoPlunge cards that were removedare not used in the hand.)

For each hand, the GeoPlunge cards dealt to the players are ranked asfollows:

-   -   (1) Capital GeoDynamo cards have the highest ranking (these are        cards whose country's capital begins with the same first letter        as the Governing card's country's capital).    -   (2) Ranked just below Capital GeoDynamo cards are the other type        of GeoDynamo cards, which are called Natural GeoDynamo cards        (these are cards that are in the same continent as the Governing        card, except that Capital GeoDynamo cards are not considered to        be Natural GeoDynamo cards even if they are in the same        continent as the Governing card).    -   (3) Ranked below Natural GeoDynamo cards are Ordinary cards        (these are cards that are neither Capital GeoDynamo cards nor        Natural GeoDynamo cards).

Each Capital GeoDynamo card has the same ranking as each other CapitalGeoDynamo card for that hand (i.e., tied for the highest ranking).Natural GeoDynamo cards do not have the same ranking as each other for ahand. Similarly, Ordinary cards do not have the same ranking as eachother for a hand. In both of those instances, the Control GeoPower cardhelps determine which cards have higher rankings. As between two NaturalGeoDynamo cards, or as between two Ordinary cards, which one has ahigher ranking depends upon which one has the higher:

-   -   (1) Size ranking, if the Control GeoPower card says Size for        that hand (Russia has the highest size ranking);    -   (2) Independence ranking, if the Control GeoPower card says        Independence for that hand (the country that has been        independent the longest has the highest independence ranking);    -   (3) Population ranking, if the Control GeoPower card says        Population for that hand (China has the highest Population        ranking);    -   (4) Time Zone ranking, if the Control GeoPower card says Time        Zone for that hand (the countries with the largest, in terms of        absolute value, negative number have the highest Time Zone        ranking); and    -   (5) Life Expectancy ranking, if the Control Power card says Life        Expectancy for that hand (the countries with the highest life        expectancy have the highest Life Expectancy ranking).

Playing the Game: For each trick, the player who leads on that trick(i.e., plays the first card played on that trick) can play any card thenremaining in his or her hand. For each trick in which a GeoDynamo cardis led, each other player must, if possible, play a GeoDynamo card fromhis or her hand on that trick. If a player does not have any GeoDynamocards remaining in his or her hand when a GeoDynamo card is led, thatplayer may play any card remaining in his or her hand.

For each trick in which an Ordinary card is led, each other player must(unless that player decides to play a GeoDynamo card), if possible, playan Ordinary card from his or her hand that is in the same continent asthe card that is led. If the player does not have any Ordinary cardsremaining that are in the same continent as the Ordinary card that isled, the player may play any card from his or her hand. (The playersmay, in the alternative, play that if an Ordinary Card is led, anotherplay cannot play a GeoDynamo card if that other player has an OrdinaryCard in his or her hand that is in the same continent as the card thatis led).

To determine who wins each trick, the following rules apply:

-   -   (1) If two or more Capital GeoDynamo cards are played on a        trick, the player who played a Capital GeoDynamo card first wins        the trick.    -   (2) If one Capital GeoDynamo card is played on a trick, the        player who played that card wins the trick.    -   (3) If two or more Natural GeoDynamo cards are played on a trick        (and no Capital GeoDynamo cards are played on that trick), the        player who plays the highest ranking Natural GeoDynamo card of        those that are played wins the trick (if two or more players        play Natural GeoDynamo cards that are of the same rank, and they        are the highest ranking Natural GeoDynamo cards played on the        trick, the first to play such a card wins the trick).    -   (4) If one Natural GeoDynamo card is played on a trick (and no        Capital GeoDynamo cards are played on that trick), the player        who played the Natural GeoDynamo card wins the trick.    -   (5) If no GeoDynamo cards are played on a trick, whoever plays        the highest ranking Ordinary card in the continent that is led        wins the trick (if two or more players play Ordinary cards in        the continent that is led that are of the same rank and they are        the highest ranking Ordinary cards in the continent that is led        played on the trick, the first to play such a card wins the        trick).

Scoring: Unless a player seeks to GeoPlunge (as described below), theplayer who wins the most tricks each hand gets a predetermined number ofpoints (e.g., 30). If it is a tie, the player who took the last trickamong the tied players gets the points. Additional points (e.g., 20) areawarded to the player who has in his or her hand at the time play beginsthe highest ranking Natural GeoDynamo card. Points (e.g., 12) are givento the first player during the hand to win a trick where a bordercountry of the Governing card country was played on that trick. Inembodiments where each player receives at least 8 cards, if a playerannounces before more than half the tricks have been played in a handthat the player is seeking to GeoPlunge, that player gets bonus points(e.g., 50) for the hand if he or she wins at least all but one of thetricks (or, unless the game is being played with teams, at least all buttwo of the tricks if there are at least three players, or at least allbut three of the tricks if there are at least five players). Otherwise,that player gets no points for the hand even if the player otherwisewould have received points.

If the game is played with teams, the scoring is the same as above,except that it applies to the team rather than the individual. Forexample, whichever team wins the most tricks wins the hand and gets thepredetermined points (unless that team unsuccessfully seeks toGeoPlunge). In embodiments where each player receives at least 8 cards,if a player on a team announces before more than half the tricks havebeen played in a hand that the team is seeking to GeoPlunge, that teamgets the bonus points if it wins at least all but one of the tricks (orat least all but two of the tricks if there are at least three teams).Otherwise, that team gets no points even if it otherwise would havereceived points. The tricks won by a team equals the sum of the trickswon by each player on the team.

4. GeoPlunge Basic Power—Two to Four Players

Playing the Game and Ranking of the GeoPlunge Cards: For each trickduring a hand, each player can play any card then remaining in his orher hand, and whoever plays the highest ranking GeoPlunge card wins thattrick. The Control GeoPower card for that hand determines the ranking ofthe GeoPlunge cards. For each hand in which the Control GeoPower cardsays

-   -   (1) Size, the GeoPlunge cards are ranked based on the size of        the state, with Alaska as the highest ranking card;    -   (2) Statehood, the GeoPlunge cards are ranked based on their        date of entry into the union, with Delaware as the highest        ranking card; or    -   (3) Population, the GeoPlunge cards are ranked based on the        population of the state, with California as the highest ranking        card.

Scoring: Unless a player seeks to GeoPlunge (as described below), theplayer who wins the most tricks each hand gets 10 points. If it is atie, the player who took the last trick among the tied players gets the10 points. In embodiments where each player receives at least 8 cards,if a player announces before more than half the tricks have been playedin a hand that the player is seeking to GeoPlunge, that player gets 20bonus points if he or she wins at least all but one of the tricks (or,unless there are two teams playing, at least all but two of the tricksif there are at least 3 players). Otherwise, that player gets no pointseven if he or she wins the majority of the tricks.

If the game is played with two teams of 2 players each, the scoring isthe same as above, except that it applies to the team rather than theindividual. For example, whichever team wins the most tricks wins thehand and gets 10 points (unless that team unsuccessfully seeks toGeoPlunge). The tricks won by a team equals the sum of the tricks won byeach player on the team.

5. GeoPlunge Intermediate Power—Two to Four Players

All of the scoring rules for GeoPlunge Basic Power apply, and all of theother rules in GeoPlunge Basic Power apply, except as follows. Playingthe Game: In GeoPlunge Intermediate Power, for each trick, the personwho plays the highest ranking card in the Zone of the card that is ledwins the trick. (The Zone of each card is determined by the color of theborder at the top of the card). Just like in GeoPlunge Basic Power, foreach trick, the player who leads on that trick can play any card thenremaining in his or her hand. However, in GeoPlunge Intermediate Power,for each trick, each player who does not lead on that trick must, ifpossible, play a card from his or her hand that is in the same Zone asthe card led. If a player does not have a card remaining in his or herhand that is in the same Zone as the card led, the player may play anycard then remaining in his or her hand.

6. GeoPlunge Advanced Power—Two to Four Players

Ranking of the GeoPlunge Cards: Each hand, both the Control GeoPowercard, and a Governing card will help determine which GeoPlunge cardswill be powerful during that hand. The Governing card will be one of theGeoPlunge cards that is not dealt to the players during that hand.

To determine the Governing card for a hand, following dealing of thehands, immediately after the Control GeoPower card is selected (which isselected in the same manner that the Control GeoPower card is selectedin GeoPlunge Basic Power), the dealer lays face up in the middle of thetable or other playing surface a certain number of GeoPlunge cards fromthe top of the deck. The number of GeoPlunge cards laid face up shouldbe two greater than the number of players (or in other embodiments itcan be just one card laid face up, which will automatically be theGoverning card, or it can be less than or more than two greater than thenumber of players (for example, it may be one more than the number ofplayers in which case each player will remove one GeoPlunge card laidface up and the remaining card will be the Governing card.)

In the embodiment where the number of GeoPlunge cards laid face up istwo greater than the number of players, the dealer then removes two ofthe GeoPlunge cards laid face up. Each other player in turn (going inclockwise order) then removes one of the remaining GeoPlunge cards laidface up so that only one GeoPlunge card remains face up. That card isthe Governing card for that hand. (The GeoPlunge cards that were removedare not used in the hand.)

For each hand, the GeoPlunge cards dealt to the players are ranked asfollows:

-   -   (1) Capital GeoDynamo cards have the highest ranking (these are        cards whose state's capital begins with the same first letter as        the Governing card's state's capital).    -   (2) Ranked just below Capital GeoDynamo cards are the other type        of GeoDynamo cards, which are called Natural GeoDynamo cards        (these are cards that are in the same time zone as the Governing        card (and for purposes of this game two cards are in the same        time zone if they have the same color coded border at the top of        the cards), except that Capital GeoDynamo cards are not        considered to be Natural GeoDynamo cards even if they are in the        same time zone as the Governing card).    -   (3) Ranked below Natural GeoDynamo cards are Ordinary cards        (these are cards that are neither Capital GeoDynamo cards nor        Natural GeoDynamo cards).

Each Capital GeoDynamo card has the same ranking as each other CapitalGeoDynamo card for that hand (i.e., tied for the highest ranking).Natural GeoDynamo cards do not have the same ranking as each other for ahand. Similarly, Ordinary cards do not have the same ranking as eachother for a hand. In both of those instances, the Control GeoPower cardhelps determine which cards have higher rankings. As between two NaturalGeoDynamo cards, or as between two Ordinary cards, which one has ahigher ranking depends upon which one has the higher:

-   -   (1) Size ranking, if the Control GeoPower card says Size for        that hand (Alaska has the highest size ranking);    -   (2) Statehood ranking, if the Control GeoPower card says        Independence for that hand (Delaware has the highest statehood        ranking);    -   (3) Population ranking, if the Control GeoPower card says        Population for that hand (California has the highest Population        ranking);

Playing the Game: For each trick, the player who leads on that trick(i.e., plays the first card played on that trick) can play any card thenremaining in his or her hand. For each trick in which a GeoDynamo cardis led, each other player must, if possible, play a GeoDynamo card fromhis or her hand on that trick. If a player does not have any GeoDynamocards remaining in his or her hand when a GeoDynamo card is led, thatplayer may play any card, remaining in his or her hand.

For each trick in which an Ordinary card is led, each other player must(unless that player decides to play a GeoDynamo card), if possible, playan Ordinary card from his or her hand that is in the same time zone asthe card that is led. If the player does not have any Ordinary cardsremaining that are in the same time zone as the Ordinary card that isled, the player may play any card from his or her hand. (The playersmay, in the alternative, play that if an Ordinary Card is led, anotherplay cannot play a GeoDynamo card if that other player has an OrdinaryCard in his or her hand that is in the same time zone as the card thatis led).

To determine who wins each trick, the following rules apply:

-   -   (1) If two or more Capital GeoDynamo cards are played on a        trick, the player who played a Capital GeoDynamo card first wins        the trick.    -   (2) If one Capital GeoDynamo card is played on a trick, the        player who played that card wins the trick.    -   (3) If two or more Natural GeoDynamo cards are played on a trick        (and no Capital GeoDynamo cards are played on that trick), the        player who plays the highest ranking Natural GeoDynamo card of        those that are played wins the trick (if two or more players        play Natural GeoDynamo cards that are of the same rank, and they        are the highest ranking Natural GeoDynamo cards played on the        trick, the first to play such a card wins the trick).    -   (4) If one Natural GeoDynamo card is played on a trick (and no        Capital GeoDynamo cards are played on that trick), the player        who played the Natural GeoDynamo card wins the trick.    -   (5) If no GeoDynamo cards are played on a trick, whoever plays        the highest ranking Ordinary card in the Zone (i.e., time zone)        that is led wins the trick.

Scoring: Unless a player seeks to GeoPlunge (as described below), theplayer who wins the most tricks each hand gets a predetermined number ofpoints (e.g., 8). If it is a tie, the player who took the last trickamong the tied players gets the points. Additional points (e.g., 5) areawarded to the player who has in his or her hand at the time play beginsthe highest ranking Natural GeoDynamo card. Points (e.g., 12) are givento the first player during the hand to win a trick where a border stateof the Governing card state was played on that trick. In embodimentswhere each player receives at least 8 cards, if a player announcesbefore more than half the tricks have been played in a hand that theplayer is seeking to GeoPlunge, that player gets bonus points (e.g., 12)for the hand if he or she wins at least all but one of the tricks (or,unless the game is being played with teams, at least all but two of thetricks if there are at least three players). Otherwise, that player getsno points for the hand even if the player otherwise would have receivedpoints.

If the game is played with teams, the scoring is the same as above,except that it applies to the team rather than the individual. Forexample, whichever team wins the most tricks wins the hand and gets thepredetermined points (unless that team unsuccessfully seeks toGeoPlunge). In embodiments where each player receives at least 8 cards,if a player on a team announces before more than half the tricks havebeen played in a hand that the team is seeking to GeoPlunge, that teamgets the bonus points if it wins at least all but one of the tricks.Otherwise, that team gets no points even if it otherwise would havereceived points. The tricks won by a team equals the sum of the trickswon by each player on the team.

FIG. 10 presents play of GeoPlunge Advanced Power, in accordance with anembodiment of the present invention. As shown in FIG. 10, hands ofGeoPlunge cards are dealt or assigned to each player 100. The dealerthen presents a predetermined number of GeoPower and GeoPlunge cards101. The dealer and players remove GeoPower cards until only one remainsas the Control card 102, and the dealer and players remove GeoPlungecards until only one remains as the Governing card 103.

Players in turn play GeoPlunge cards, one card per trick 104. TheControl card and the Governing card determine GeoPlunge card priority105. The highest ranking GeoPlunge card in each hand wins that hand 106.The game continues until all tricks are won 107. Scoring for each playeris determined from tricks won by each player and any GeoPlunge result108. Additional games continue until one player or team reaches apredetermined point total 109.

Additional exemplary games, with exemplary scoring, card numbers,geographic areas, and other variables, will now be discussed in detail.

GeoPlunge Power SSP Plus and Borders Plus Games General Rules that Applyto all GeoPlunge Power Plus Games

Various GeoPlunge Power Plus games may be played, including thefollowing exemplary embodiments: GeoPlunge Power SSP Plus 1, GeoPlungePower SSP Plus 1 Reverse, GeoPlunge Power Borders Plus 1, GeoPlungePower Borders Plus 1 Reverse, GeoPlunge Power SSP Plus 2, GeoPlungePower SSP Plus 2 Reverse, GeoPlunge Power Borders Plus 2, and GeoPlungePower Borders Plus 2 Reverse. Both the GeoPlunge cards and the GeoPowercards are used in these games.

GeoPlunge Power Plus Games may be played with anywhere from 2 to 8players, each playing individually.

With 2 to 4 players, one GeoPlunge deck is used. With 5 to 8 players, 2GeoPlunge decks are used.

If there are two players, each player is dealt 25 GeoPlunge cards. Ifthere are three or six players, each player is dealt 16 GeoPlunge cards.If there are four or eight players, each player is dealt 12 GeoPlungeCards. If there are five players, each player is dealt 20 GeoPlungecards, and if there are seven players, each player is dealt 14 GeoPlungecards.

To determine who is the dealer, each player, without looking, draws acard from the GeoPlunge card deck and whoever draws the highest rankingstatehood card among the cards drawn (Delaware has the highest statehoodranking) is the dealer.

Each game is played one trick at a time. A trick consists of each playerplaying a certain number of GeoPlunge cards on that trick (the number ofcards played varies by game), and it may also consist of players“Risking” other GeoPlunge cards on that trick.

Whichever player wins the trick wins all of the cards played on thattrick (which are called “Current Top Cards,” see below) and all of thecards “Risked” on that trick. Where there are 3, 4 or 7 players, whoeverwins the first trick of the game also wins the two cards that were notoriginally dealt to any player. Where there are 6 or 8 players, whoeverwins the first trick of the game also wins the four cards that were notoriginally dealt to any player.

The player that wins a trick lays those cards won on the trick to theside and after that player has no more cards (other than those cards heor she laid to the side), that player shuffles those cards and continuesto play, now using those cards.

A player is eliminated from the game when the player has no GeoPlungecards remaining. The last player to have any GeoPlunge cards remainingwins the game. Alternatively, if the players wish, they can play for apredetermined amount of time (e.g., ½ hour) and whoever has the mostGeoPlunge cards at the expiration of that time wins the game. Inaddition, the games discussed below involve the players playing only one(in some games) or two (in other games) GeoPlunge cards on a trick(excluding the additional cards risked). Similar variations can beplayed with the players playing three or more GeoPlunge cards on a trick(excluding the additional cards risked) with the same principles setforth below but just extended to additional cards being played. Inaddition, all of the games set forth below use the state GeoPlungecards, but games using the same principles can be played using thecountry GeoPlunge cards (such that in the SSP games set forth below, inthe country version the rankings, in one embodiment would be size,independence, population, time zone, and life expectancy, and in theBorder games set forth below, the concept of the number of border stateswould be replaced by the concept of the number of border countries.Also, in other embodiments, the number of cards permitted to be riskedon a hand may be more or less than 5 cards.

GeoPlunge Power SSP Plus 1 Playing the Game:

For each trick, each player plays (by placing face down on the table orother playing surface) the then top GeoPlunge card (i.e., the card atthe top of the player's pile of cards) in that player's possession (the“Current Top Card”). A player may look at his or her Current Top Cardbut a player may not look at any of his or her other GeoPlunge cards.

For each trick, each player must also decide whether to “Risk” 1, 2, 3,4 or 5 other GeoPlunge cards then in the player's possession during thattrick. If a player decides to Risk 1, 2, 3, 4 or 5 other GeoPlunge cardsthen in the player's possession during that trick, except as provided inthe next paragraph below, each other player can only remain in thattrick (i.e., in contention to win that trick) if that player also Risksthe same number of additional GeoPlunge cards in that player'spossession. Therefore, for example, if one player Risks 2 additionalGeoPlunge cards for a trick, each other player can only remain in thetrick if that other player also Risks 2 additional GeoPlunge cards forthat trick. Unless the players otherwise agree to not enforce this rule,under no circumstances shall a player be required to Risk more than 5additional GeoPlunge cards in that player's possession during a trick toremain in contention for that trick. Therefore, for example, if oneplayer forces the other players to Risk 2 additional GeoPlunge cards toremain in on a trick, another player can force each player to Risk atmost 3 additional GeoPlunge cards to remain in on that trick. Once aplayer Risks additional GeoPlunge cards on a trick, a player loses thosecards automatically if the player later goes out before the end of thetrick. In addition, if a player goes out before the end of the trick,that player automatically loses that player's Current Top Card for thattrick.

If a player does not have enough cards left (including any cards theplayer has put on the side because he or she won an earlier trick) toRisk the same number of cards on a trick that someone else has Risked, aplayer can remain in contention on that trick by Risking any remainingcards that player has (if the players agree in advance, they can playsuch that such player wins only a pro rata portion of the cards playedon that trick if others have Risked more cards). If that player thenloses that trick, that player is eliminated from the game.

Players may not look at the GeoPlunge cards they are going to Riskbefore deciding whether to Risk those cards (and they only may look atthem if they decide to Risk them, and then only after all decisionsregarding Risking cards have been made for that trick). The GeoPlungecards a player Risks are always the then top GeoPlunge cards in theplayer's hand that are immediately below the Current Top Card for thatplayer on that trick.

On each trick each player will have an option as to whether to Riskadditional GeoPlunge cards, and the players will make their selectionone at a time in clockwise order until each player has either gone outon that trick or risked the same number of GeoPlunge cards as each otherplayer remaining in on that trick (except as otherwise stated abovewhere a player does not have enough cards left in his or herpossession).

On the first trick, the first player to decide whether to Risk anyadditional GeoPlunge cards will be the player to the immediate left ofthe dealer. On the second trick, it will be the player second to theleft of the dealer (or the dealer if there are only two players), and soon.

On each trick, if no player has yet Risked any additional GeoPlungecards, a player whose turn it is to decide may either Risk 1, 2, 3, 4 or5 additional cards, or not, at that time, Risk any additional cards. If,however, one or more players who have not yet had a turn to Risk on thattrick later Risk additional GeoPlunge cards on that trick, that earlierplayer may stay in the trick only if he or she agrees to Risk the samenumber of additional GeoPlunge cards (except as otherwise stated abovewhere a player does not have enough cards left in his or herpossession).

On each trick, if a player has Risked 1, 2, 3 or 4 additional GeoPlungecards, another player whose turn it is to then decide what to do, mayeither go out for that trick, Risk the same number of additional cardsrisked by the earlier player, or Risk additional GeoPlunge cards (but 5is the total additional amount that may be Risked).

On each trick, if a player has Risked 5 additional GeoPlunge cards,another player whose turn it is to then decide what to do, may either goout for that trick, or Risk 5 additional GeoPlunge cards as well

After the players have decided how many additional GeoPlunge cards toRisk on a trick (and after each player decides whether to remain in on atrick), the Control GeoPower card (defined below) is then turned face up(i.e., looked at by all of the players) for the trick.

For each trick, the GeoPower card used on that trick (which is simplythe then top GeoPower card in the deck) is called the Control GeoPowerCard for that trick.

For each trick in which the Control GeoPower Card says:

-   -   1. Size, the Current Top Card for each player on that trick is        ranked based on the size of the state, with Alaska as the        highest ranking card;    -   2. Statehood, the Current Top Card for each player on that trick        is ranked based on their date of entry into the union, with        Delaware as the highest ranking card; or    -   3. Population, the Current Top Card for each player on that        trick is ranked based on the population of the state, with        California as the highest ranking card.

After a GeoPower card is the Control GeoPower Card, it is removed fromthe game until all of the GeoPower cards have been used on tricks. Atthat time, the GeoPower card deck is reshuffled.

For each trick, the player who wins the trick is the player who has theCurrent Top Card with the highest ranking (and the relevant ranking fora trick is based on the Control GeoPower Card for that trick) for thattrick among those players who remained in for the trick. For example,where there are two players in the game, if the Control GeoPower cardfor a trick says Population, and the first player's Current Top Card forthat trick is ranked 12^(th) in population, and the second player'sCurrent Top Card for that trick is ranked 19^(th) in population, thefirst player wins the trick.

Where multiple decks are used, if two players tie on a trick for besthand (which can only occur where their Current Top Cards are the samestate), the players each keep their own cards, and split evenly thecards played and Risked by the other players on that trick (if there arean uneven number of cards to split, the player closest to the dealer'sleft takes the extra card).

GeoPlunge Power SSP Plus 1 Reverse

All of the rules of GeoPlunge Power SSP Plus 1 apply, except that inGeoPlunge Power SSP Plus 1 Reverse, for each trick, the player who winsthe trick is the player who has the Current Top Card with the lowestranking (and the relevant ranking for a trick is based on the ControlGeoPower Card for that trick) for that trick among those players whoremained in for the trick. For example, where there are two players inthe game, if the Control GeoPower card for a trick says Population, andthe first player's Current Top Card for that trick is ranked 12^(th) inpopulation, and the second player's Current Top Card for that trick isranked 19^(th) in population, the second player wins the trick.

GeoPlunge Power Borders Plus 1

All of the rules of GeoPlunge Power SSP Plus 1 apply to GeoPlunge PowerBorders Plus 1, except as follows:

For each trick, the player who wins the trick is the player whoseCurrent Top Card has the most border states among those players whoremained in for the trick. For example, where there are two players inthe game, if the first player's Current Top Card is a state that hasfour border states, and the second player's Current Top Card is a statethat has two border states, the first player wins the trick.

If two or more players' Current Top Cards on a trick are tied for themost border states among those players who remained in for the trick, todetermine who wins the trick among those players who tied, thetiebreaker is as follows: among those tied players, the trick iscompleted in the same manner as a trick would be completed in GeoPlungePower SSP Plus 1. That is, the next GeoPower card in the GeoPower carddeck is turned face-up and that becomes the Control GeoPower Card forthat trick among the tied players.

For example, where there are two players in the game, if each of theirCurrent Top Cards have four border states, and the Control GeoPower Cardfor that trick is Population, whichever player's Current Top Card has abetter population ranking wins the trick.

Except where a tiebreaker is necessary, the GeoPower cards are not used(i.e., there is not a Control GeoPower Card for each trick, but only fortricks in which a tiebreaker is necessary).

GeoPlunge Power Borders Plus 1 Reverse

All of the rules of GeoPlunge Power Borders Plus 1 apply to GeoPlungePower Borders Plus 1 Reverse, except as follows:

For each trick, the player who wins the trick is the player whoseCurrent Top Card has the fewest border states among those players whoremained in for the trick. For example, where there are two players inthe game, if the first player's Current Top Card is a state that hasfour border states, and the second player's Current Top Card is a statethat has two border states, the second player wins the trick.

If two or more players' Current Top Cards on a trick are tied for thefewest border states among those players who remained in for the trick,to determine who wins the trick among those players who tied, thetiebreaker is as follows: among those tied players, the trick iscompleted in the same manner as a trick would be completed in GeoPlungePower SSP Plus 1 Reverse. That is, the next GeoPower card in theGeoPower card deck is turned face-up and that becomes the ControlGeoPower Card for that trick among the tied players.

For example, where there are two players in the game, if each of theirCurrent Top Cards have four border states, and the Control GeoPower Cardfor that trick is Population, whichever player's Current Top Card has aworse population ranking wins the trick.

Except where a tiebreaker is necessary, the GeoPower cards are not used(i.e., there is not a Control GeoPower Card for each trick, but only fortricks in which a tiebreaker is necessary).

GeoPlunge Power SSP Plus 2 Playing the Game:

For each trick, each player plays (by placing face down on the table orother playing surface) the then top 2 GeoPlunge cards (i.e., the cardsat the top of the player's pile of cards) in that player's possession(the “Current Top Two Cards”). A player may look at his or her CurrentTop Two Cards but a player may not look at any of his or her otherGeoPlunge cards.

For each trick, each player must also decide whether to “Risk” 1, 2, 3,4 or 5 other GeoPlunge cards then in the player's possession during thattrick. If a player decides to Risk 1, 2, 3, 4 or 5 other GeoPlunge cardsthen in the player's possession during that trick, except as provided inthe next two paragraphs below, each other player can only remain in thattrick (i.e., in contention to win that trick) if that player also Risksthe same number of additional GeoPlunge cards in that player'spossession. Therefore, for example, if one player Risks 2 additionalGeoPlunge cards for a trick, each other player can only remain in thetrick if that other player also Risks 2 additional GeoPlunge cards forthat trick. Unless the players otherwise agree to not enforce this rule,under no circumstances shall a player be required to Risk more than 5additional GeoPlunge cards in that player's possession during a trick toremain in contention for that trick. Therefore, for example, if oneplayer forces the other players to Risk 2 additional GeoPlunge cards toremain in on a trick, another player can force each player to Risk atmost 3 additional GeoPlunge cards to remain in on that trick. Once aplayer Risks additional GeoPlunge cards on a trick, a player loses thosecards automatically if the player later goes out before the end of thetrick. In addition, if a player goes out before the end of the trick,that player automatically loses that player's Current Top Two Cards forthat trick.

If a player does not have enough cards left (including any cards theplayer has put on the side because he or she won an earlier trick) toRisk the same number of cards on a trick that someone else has Risked, aplayer can remain in contention on that trick by Risking any remainingcards that player has (if the players agree in advance, they can playsuch that such player wins only a pro rata portion of the cards playedon that trick if others have Risked more cards). If that player thenloses that trick, that player is eliminated from the game.

Under no circumstances can a player have only one card remaining in hisor her possession at the end of a trick. Therefore, if a player has onlyone card remaining, a player must Risk that card, even if this requiresthe player to risk 6 additional cards on that trick (and in such eventthe other players need to risk only 5 additional cards on that trick toremain in on that trick).

Players may not look at the GeoPlunge cards they are going to Riskbefore deciding whether to Risk those cards (and they only may look atthem if they decide to Risk them, and then only after all decisionsregarding Risking cards have been made for that trick). The GeoPlungecards a player Risks are always the then top GeoPlunge cards in theplayer's hand that are immediately below the Current Top Two Cards forthat player on that trick.

On each trick each player will have an option as to whether to Riskadditional GeoPlunge cards, and the players will make their selectionone at a time in clockwise order until each player has either gone outon that trick or risked the same number of GeoPlunge cards as each otherplayer remaining in on that trick (except as otherwise stated abovewhere a player does not have enough cards left in his or her possessionor where a player would otherwise have only one card remaining in his orher possession).

On the first trick, the first player to decide whether to Risk anyadditional GeoPlunge cards will be the player to the immediate left ofthe dealer. On the second trick, it will be the player second to theleft of the dealer (or the dealer if there are only two players), and soon.

On each trick, if no player has yet Risked any additional GeoPlungecards, a player whose turn it is to decide may either Risk 1, 2, 3, 4 or5 additional cards, or not, at that time, Risk any additional cards. If,however, one or more players who have not yet had a turn to Risk on thattrick later Risk additional GeoPlunge cards on that trick, that earlierplayer may stay in the trick only if he or she agrees to Risk the samenumber of additional GeoPlunge cards (except as otherwise stated abovewhere a player does not have enough cards left in his or herpossession).

On each trick, if a player has Risked 1, 2, 3 or 4 additional GeoPlungecards, another player whose turn it is to then decide what to do, mayeither go out for that trick, Risk the same number of additional cardsrisked by the earlier player, or Risk additional GeoPlunge cards (but 5is the total additional amount that may be Risked).

On each trick, if a player has Risked 5 additional GeoPlunge cards,another player whose turn it is to then decide what to do, may either goout for that trick, or Risk 5 additional GeoPlunge cards as well.

After the players have decided how many additional GeoPlunge cards toRisk on a trick (and after each player decides whether to remain in on atrick), the Control GeoPower card (defined below) is then turned face up(i.e., looked at by all of the players) for the trick.

For each trick, the GeoPower card used on that trick (which is simplythe then top GeoPower card in the deck) is called the Control GeoPowerCard for that trick.

For each trick in which the Control GeoPower Card says:

-   -   1. Size, the Current Top Two Cards for each player on that trick        is ranked based on the size of the state, with Alaska as the        highest ranking card;    -   2. Statehood, the Current Top Two Cards for each player on that        trick is ranked based on their date of entry into the union,        with Delaware as the highest ranking card; or    -   3. Population, the Current Top Two Cards for each player on that        trick is ranked based on the population of the state, with        California as the highest ranking card.

After a GeoPower card is the Control GeoPower Card, it is removed fromthe game until all of the GeoPower cards have been used on tricks. Atthat time, the GeoPower card deck is reshuffled.

For each trick, the player who wins the trick is the player whoseCurrent Top Two Cards played on that trick have the best combined (i.e.,lowest numerical) total ranking (and the relevant rankings for a trickare based on the Control GeoPower Card for that trick) among thoseplayers who remained in for the trick. For example, if the ControlGeoPower Card for a trick says Population, and the dealer's Current TopTwo Cards for that trick are the 7^(th) and 20^(th) ranked states inpopulation, and the other player's Current Top Two Cards for that trickare the 4^(th) and 30^(th) ranked states in population, the dealer wouldwin the trick since the combined population rankings of the cards thedealer played on that trick (27) are better (i.e., lower numerically)than the combined population rankings of the other player's cards playedon that trick (34). If it is a tie on any trick for best cards, whoever,among those who tied, played the card with the best (i.e., lowestnumerical) relevant ranking wins that trick.

Where multiple decks are used, if two players tie for best hand on atrick where they each have the exact same Current Top Two Cards, theplayers each keep their own cards, and split evenly the cards played andRisked by the other players on that trick (if there are an uneven numberof cards to split, the player closest to the dealer's left takes theextra card).

GeoPlunge Power SSP Plus 2 Reverse

All of the rules of GeoPlunge Power SSP Plus 2 apply, except that inGeoPlunge Power SSP Plus 2 Reverse, for each trick, the player whoseCurrent Top Two Cards played on that trick have the worst combined(i.e., highest numerical) total ranking (and the relevant rankings for atrick are based on the Control GeoPower Card for that trick) among thoseplayers who remained in for the trick. For example, if the ControlGeoPower Card for a trick says Population, and the dealer's Current TopTwo Cards for that trick are the 7^(th) and 40^(th) ranked states inpopulation, and the other player's Current Top Two Cards for that trickare the 4^(th) and 30^(th) ranked states in population, the dealer wouldwin the trick since the combined population rankings of the cards thedealer played on that trick (47) are worse (i.e., higher numerically)than the combined population rankings of the other player's cards playedon that trick (34). If it is a tie on any trick as to who wins thetrick, whoever, among those who tied, played the card with the worst(i.e., highest numerical) relevant ranking wins that trick.

GeoPlunge Power Borders Plus 2

All of the rules of GeoPlunge Power SSP Plus 2 apply to GeoPlunge PowerBorders Plus 2, except as follows:

For each trick, the player who wins the trick is the player whoseCurrent Top Two Cards have the most total border states among thoseplayers who remained in for the trick. For example, where there are twoplayers in the game, if the first player's Current Top Two Cards arestates that have six and four border states, respectively (i.e., tenborder states in total) and the second player's Current Top Two Cardsare states that have seven and two border states, respectively (i.e.,nine border states in total), the first player wins the trick.

If two or more players' Current Top Two Cards on a trick are tied forthe most total border states among those players who remained in for thetrick, to determine who wins the trick among those players who tied, thetiebreaker is as follows: among those tied players, the trick iscompleted in the same manner as a trick would be completed in GeoPlungePower SSP Plus 2. That is, the next GeoPower card in the GeoPower carddeck is turned face-up and that becomes the Control GeoPower Card forthat trick among the tied players.

For example, where there are two players in the game, if each of theirCurrent Top Two Cards have, in the aggregate, ten border states, and theControl GeoPower Card for that trick is Population, whichever player'sCurrent Top Two Cards have a better combined (i.e. lower numerical)total population ranking wins the trick.

Except where a tiebreaker is necessary, the GeoPower cards are not used(i.e., there is not a Control GeoPower Card for each trick, but only fortricks in which a tiebreaker is necessary).

GeoPlunge Power Borders Plus 2 Reverse

All of the rules of GeoPlunge Power Borders Plus 2 apply to GeoPlungePower Borders Plus 2 Reverse, except as follows:

For each trick, the player who wins the trick is the player whoseCurrent Top Two Cards have the fewest total border states among thoseplayers who remained in for the trick. For example, where there are twoplayers in the game, if the first player's Current Top Two Cards arestates that have seven and three border states, respectively (i.e., tenborder states in total) and the second player's Current Top Two Cardsare states that have five and four border states, respectively (i.e.,nine border states in total), the second player wins the trick.

If two or more players' Current Top Two Cards on a trick are tied forthe fewest border states among those players who remained in for thetrick, to determine who wins the trick among those players who tied, thetiebreaker is as follows: among those tied players, the trick iscompleted in the same manner as a trick would be completed in GeoPlungePower SSP Plus 2 Reverse. That is, the next GeoPower card in theGeoPower card deck is turned face-up and that becomes the ControlGeoPower Card for that trick among the tied players.

For example, where there are two players in the game, if each of theirCurrent Top Two Cards have, in the aggregate, ten border states, and theControl GeoPower Card for that trick is Population, whichever player'sCurrent Top Two Cards have a worse combined (i.e., higher numerical)total population ranking wins the trick.

Except where a tiebreaker is necessary, the GeoPower cards are not used(i.e., there is not a Control GeoPower Card for each trick, but only fortricks in which a tiebreaker is necessary).

FIG. 11 presents a flow diagram of play of an exemplary GeoPlunge PowerPlus Game, in accordance with an embodiment of the present invention. Asshown in FIG. 11, hands of GeoPlunge cards are dealt or assigned to eachplayer 110. For each trick, each player plays a certain number ofGeoPlunge cards (“Selected Cards”) at the same time as each other player(player has no choice as to which cards to play) 111. Prior to showingother players which cards each player played, players may wager (i.e.,risk) next cards in their hands on that trick 112. With limitedexceptions, for a player to stay in trick, player must call (i.e., meet)such wager 113.

The Dealer reveals the next GeoPower card in deck, which is the ControlGeoPower card for that trick 114. The Control GeoPower card determinesthe GeoPlunge card priority of Selected Cards for that trick 115.Whoever plays the highest ranking GeoPlunge card (or where multiplecards, the highest combined ranking GeoPlunge cards) wins the trick andtakes all Selected Cards and all cards that were wagered during thetrick 116. The game ends when one player has all the GeoPlunge cards, orthe game ends at a predetermined time 117.

GeoPlunge Classroom Series Games General Rules that Apply to allGeoPlunge Classroom Series Games

Various GeoPlunge Classroom Series games may be played, including thefollowing exemplary embodiments: GeoPlunge Classroom Border Series,GeoPlunge Classroom SSP Series, GeoPlunge Classroom Capital Series, andGeoPlunge Classroom Mixed Series. Only the GeoPlunge cards are used inthese games. Each of these games may be played with anywhere from 14 to100 players.

Playing the Games:

With two exceptions (described below), the players are divided intoteams of 9 to 12 players each. Every team should have the same number ofplayers, but if that is not possible then at most some teams should haveone more player than the other teams.

Unless there are fewer than 18 players in the game (in which case atleast 1 team will have 8 players or less), no team should have less than9 players. Unless there are exactly 25 or 26 players (in which case atleast 1 team will have 13 players), no team should have more than 12players.

If there are 26 or fewer players, the teacher should divide the classinto 2 teams. If there are more than 26 players, the teacher shoulddivide the class into the greatest number of teams that are possiblewith at least 9 players being on each team. Therefore, there would be 3teams if there are between 27 and 35 players; 4 teams if there arebetween 36 and 44 players; 5 teams if there are between 45 and 53players; and so on.

If necessary, more than one GeoPlunge deck should be used, depending onhow many players are in the game. If there are 16 or fewer players, 1GeoPlunge deck is used. If there are between 17 and 33 players, 2GeoPlunge decks are used. If there are between 34 and 50 players, 3GeoPlunge decks are used. If there are between 51 and 66 players, 4GeoPlunge decks are used. If there are between 67 and 83 players, 5GeoPlunge decks are used. If there are between 84 and 100 players, 6GeoPlunge decks are used.

A game consists of a specified number of rounds, played one round at atime. In one embodiment of the games, four rounds are played. TheGeoPlunge cards are shuffled at the beginning of the game and after eachround.

Players on the same team should be in close proximity to each other(i.e., sitting or standing right near each other) while the game isplayed.

For each round, under one embodiment each player is dealt 3 GeoPlungecards (in other variations, players may be given any number of GeoPlungecards so long as each player receives the same number of cards). Noplayer may look at any of his or her cards (or anyone else's cards)until all players have been dealt their cards and the teacher says the“Starting Words” (which are different for each game; see under specificgame descriptions below the Starting Words for each game). Once theteacher says the Starting Words, the players may look at their own cardsand their teammates' cards, but not look at the cards of players onother teams. Players may talk to other players on their team throughouteach round but may not talk to players on other teams.

Under no circumstances may a player give to any other player (includinga player on his or her own team) or trade with any other player(including a player on his or her own team) any of that player's cards.If a player does so, his or her team automatically loses the round.(Teachers, if they wish to do so, may decide not to enforce this rule.)

In each round, a player can only use one of his cards during that round(the “Selected Card” for that player), and each player may make thedetermination of which card to use at any time during the round. (Inother variations, a player may be permitted to use more than one, oreven all, of his or her cards (which each would be Selected Cards).Also, in other variations, the teacher may decide to increase ordecrease the number of groups needed to win a round, and increase ordecrease the number of cards needed in each group.)

If multiple decks are used, two or more players on the same team cannotchoose the same state during a hand to be each player's Selected Card.For example, if two teammates are both dealt the Texas GeoPlunge cardduring a hand, at most one of those players can use the Texas card asthat player's Selected Card for that hand.

The way in which a team wins a round differs for each game (see specificgame descriptions below for how a team wins a round in that game).

The teacher will decide how a team announces it has won a round. It canbe announced by having the team captain (which should vary per round)raise his or her hand, by having the team captain be the first teamcaptain to sit in the “winning seat” in that round (which may be a chairchosen by the teacher to be used as the winning seat), or by any othermethod the teacher chooses.

Once a team announces it has won a round, all other teams must stoptalking, and the team that announces it won must immediately show it hasdone so. If it has incorrectly announced it has won the round or cannotimmediately show that it has won the round, that team automaticallyloses the round, and the other team wins the round (unless there is morethan one other team remaining in which case the other teams continue theround, communicating once again among teammates).

If after 3 minutes (or any other period of time chosen by the teacher),no team has accurately announced that it has won the round, the teacherwill announce that this is a GeoPlunge Shortcut Round. The way in whicha team wins a GeoPlunge Shortcut Round differs per game (see specificgame descriptions below).

If after 2 additional minutes (or any other period of time chosen by theteacher), neither team has accurately announced that it has won theround, the round ends in a tie.

Scoring:

The winning team is team that has the most points at the end of thegame.

All of the other scoring rules are game specific (see specific gamedescriptions below)

FIG. 12 presents a flow diagram of play of an exemplary GeoPlungeClassroom Series Game, in accordance with an embodiment of the presentinvention. As shown in FIG. 12, each player is dealt or assigned acertain number of GeoPlunge cards 120. Teammates look at each other'scards and try to be the first team to form the winning groups (in somegames teammates cannot exchange cards and no team can use more than onecard per player on that team) 121. Teams are in essence racing againstother teams to be the first team to find winning groups from theircards.

Whether groups of cards are winning groups varies by game 122 and may bebased on one or more of the following where the cards used are the stateGeoPlunge cards, depending on the game: (i) groups of cards that haveconsecutive rankings in size, statehood or population; (ii) groups ofcards in which one card in the group is a border state of each of theother cards in the group (or in some games it must be that a person cantravel from one state in the group to another state in the group whilecrossing all of the other states in the group and not any other states);(iii) groups of cards in the same time zone; (iv) groups of cards inwhich each state capital in the group begins with the same first letter;(v) groups of cards in which each card in the group has a state capitalthat is the most populous city in its state, or groups of cards in whicheach card in the group has a state capital that is the second mostpopulous city in the state, of groups of card in which each card in thegroup has a state capital that is the third most populous city in itsstate; or (iv) groups of cards in which each card in the group has astate capital that is not the first, second or third most populous cityin its state. Scoring is determined by who wins the hand, and extrapoints may be awarded for certain types of groups 123. (Where the cardsused are country cards, such as the GeoPlunge country cards, these sametypes of games described below (which descriptions are based on use ofthe state cards) may be played and the types of groups that may beformed are, for example, the types of groups that may be formed forthose GeoPlunge Series games described earlier that use the GeoPlungecountry cards.) The game continues until one player/team reachespredetermined a point goal, such as a point total 124.

Specific rules for various exemplary GeoPlunge Classroom Series Gameswill now be described in greater detail.

GeoPlunge Classroom Border Series—14 to 100 Players Playing the Game:

To begin each round, the teacher says the “Starting Words,” which forGeoPlunge Classroom Border Series is “GeoPlunge Borders.”

In GeoPlunge Classroom Border Series, to win the round a team must bethe first team to accurately announce that it has a “4 Border Group” anda “3 Border Group” (as each are defined below).

A “4 Border Group” is a group of four players in which one player'sSelected Card is a border state of each of the other three players'Selected Cards.

A “3 Border Group” is a group of three players in which one player'sSelected Card is a border state of each of the other two players'Selected Cards. No player's Selected Card can be used in both groups.

The same team cannot have the same 4 Border Group or the same 3 BorderGroup more than once in a game. That is, the same team cannot use theexact same cards in two different rounds to form a 4 Border Group, andthe same team cannot use the exact same cards in two different rounds toform a 3 Border Group. Some of the same cards can be used again by ateam in two different rounds as long as some different cards are alsoused to form the groups. (Teachers, if they wish to do so, may decidenot to enforce this rule.)

Where, during the round, the teacher announces that this is a GeoPlungeShortcut Round, thereafter for that round the first team to accuratelyannounce that it has two 3 Border Groups wins the round.

Scoring:

During the first two rounds, the team that wins the round receives 10points. During the first two rounds, if the winning team has a “4 All”(defined below) it receives 10 bonus points and if it has a 3 All(defined below) it receives 5 bonus points.

During the third and fourth rounds, the team that wins the roundreceives 20 points. During those rounds, if the winning team has a “4All” (defined below) it receives 20 bonus points and if it has a 3 All(defined below) it receives 10 bonus points.

A 4 All is a group of 4 players where each player's Selected Card is aborder state of each of the other three player's Selected Cards.

A 3 All is a group of 3 players where each player's Selected Card is aborder state of each of the other two player's Selected Cards.

GeoPlunge Classroom SSP Series—14 to 100 Players Playing the Game:

To begin each round, the teacher says the “Starting Words,” which forGeoPlunge Classroom SSP Series is “GeoPlunge SSP.”

In GeoPlunge Classroom SSP Series, to win the round a team must be thefirst team to accurately announce that it has a “4 SSP Group” and a “3SSP Group” (as each are defined below).

A “4 SSP Group” is a group of four players in which those four players'Selected Cards have successive ranks of Size, have successive ranks ofStatehood, or have successive ranks of Population (e.g., ranking as the5^(th) through 8^(th) most populated states).

A “3 SSP Group” is a group of three players in which those threeplayers' Selected Cards have successive ranks of Size, have successiveranks of Statehood, or have successive ranks of Population.

No player's Selected Card can be used in both groups.

To win, a team also must have two different types of groups (e.g. the 4SSP Group and the 3 SSP Group cannot both be groups having successiveranks of Size).

The same team cannot have the same 4 SSP Group or the same 3 SSP Groupmore than once in a game. That is, the same team cannot use the exactsame cards in two different rounds to form a 4 SSP Group, and the sameteam cannot use the exact same cards in two different rounds to form a 3SSP Group. Some of the same cards can be used again by a team in twodifferent rounds as long as some different cards are also used to formthe groups. (Teachers, if they wish to do so, may decide not to enforcethis rule.)

Where, during the round, the teacher announces that this is a GeoPlungeShortcut Round, thereafter for that round the first team to accuratelyannounce that it has two 3 SSP Groups wins the round.

Scoring:

During the first two rounds, the team that wins the round receives 10points. During the first two rounds, if the winning team has a “4 ZoneAll” (defined below) it receives 10 bonus points and if it has a 3 ZoneAll (defined below) it receives 5 bonus points.

During the third and fourth rounds, the team that wins the roundreceives 20 points. During those rounds, if the winning team has a “4Zone All” (defined below) it receives 20 bonus points and if it has a 3Zone All (defined below) it receives 10 bonus points.

A 4 Zone All is where all 4 Selected Cards in the 4 SSP Group areconsidered to be in the same time zone for the purposes of this game(see below). That is, all of the states in that group must have colorcoded borders at the top of the card that all are red, or that all aregreen, or that are all are blue, or that all are purple.

A 3 Zone All is where all 3 Selected Cards in the 3 SSP Group areconsidered to be in the same time zone for the purposes of this game(see below). That is, all of the states in that group must have colorcoded borders at the top of the card that all are red, or that all aregreen, or that are all are blue, or that all are purple.

The color coded border at the top of the GeoPlunge cards is red foreastern time zone states, green for central time zone states, blue formountain time zone states and purple for Alaska, Hawaii and pacific timezone states (referred to as the pacific/other time zone for purposes ofthis game). For purposes of playing this game, if a state is located intwo time zones, the state is considered to be in, and the color codedborder reflects, the time zone most of the state is located in. (Theportion of the state not in that time zone is shaded a different colorin the state's picture near the bottom of the card so that the player isaware that the state is in two time zones, although that will not impactthe playing of the game).

GeoPlunge Classroom Capital Series—14 to 100 Players Playing the Game:

To begin each round, the teacher says the “Starting Words,” which forGeoPlunge Classroom Capital Series is “GeoPlunge Capitals.”

In GeoPlunge Classroom Capital Series, to win the round a team must bethe first team to accurately announce that it has a “4 Same RelationsCapital Group” and a “3 Same First Letter Capitals Group” (as each aredefined below).

A “4 Same Relations Capital Group” is a group of four players whoseSelected Cards are each the same in relation to the Top 3 Cities fortheir respective states (which is called “Same Relation Capitals”). Thatis, all of the cards in a 4 Same Relations Capital Group must be suchthat (a) all of the state capitals are Red Top Cities (which are called“Red Top City Capitals”); or (b) all of the state capitals are Blue TopCities (which are called “Blue Top City Capitals”); or (c) all of thestate capitals are Green Top Cities (which are called “Green Top CityCapitals”); or (d) none of the state capitals is a Red Top City, BlueTop City or a Green Top City (which are called “No Top City Capitals”).

A “3 Same First Letter Capitals Group” is a group of three players whoseSelected Cards have state capitals that all begin with the same firstletter.

No player's Selected Card can be used in both groups.

The same team cannot have the same 4 Same Relations Capital Group or thesame 3 Same First Letter Capitals Group more than once in a game. Thatis, if a team had Red Top Cities Capitals as its 4 Same RelationsCapital Group, it cannot have Red Top Cities Capitals as its 4 SameRelations Capital Group for the remainder of the game. Similarly, if ateam had a Same First Letter Capitals Group of state capitals allbeginning with the letter “A,” a team cannot for the remainder of thegame have a Same First Letter Capitals Group beginning with the letter“A.” (Teachers, if they wish to do so, may decide not to enforce thisrule.)

Where, during the round, the teacher announces that this is a GeoPlungeShortcut Round, thereafter for that round the first team to accuratelyannounce that it has a 4 Same Relations Capital Group and a 2 Same FirstLetter Capitals Group wins the round.

Scoring:

During the first two rounds, the team that wins the round receives 10points. During the first two rounds, if the winning team has Green TopCity Capitals as its 4 Same Relations Capital Group it receives 10 bonuspoints and if it has Blue Top City Capitals as its 4 Same RelationsCapital Group it receives 5 bonus points.

During the third and fourth rounds, the team that wins the roundreceives 20 points. During those rounds, if the winning team has GreenTop City Capitals as its 4 Same Relations Capital Group it receives 20bonus points and if it has Blue Top City Capitals as its 4 SameRelations Capital Group it receives 10 bonus points

GeoPlunge Classroom Mixed Series—14 to 100 Players Playing the Game andScoring:

A game consists of 4 rounds, played one at a time.

For the 1^(st) round, all of the rules for playing the game and scoringof GeoPlunge Classroom Border Series apply.

For the 2^(nd) round, all of the rules for playing the game and scoringof GeoPlunge Classroom SSP Series apply.

For the 3^(rd) round, all of the rules for playing the game and scoringof GeoPlunge Classroom Capital Series apply.

For the final round, all of the rules for playing the game and scoringof whichever of the three above games the teacher chooses (i.e.,GeoPlunge Classroom Border Series, GeoPlunge Classroom SSP Series, orGeoPlunge Classroom Capital Series apply).

GeoPlunge Classroom Match Games

There are various GeoPlunge Classroom Match games, including thefollowing: GeoPlunge Classroom Border Match, GeoPlunge Classroom SSPMatch, GeoPlunge Classroom Capitals Match, GeoPlunge Classroom Mix andMatch, and GeoPlunge Classroom Total Match. Only the GeoPlunge cards areused in these games, and the GeoPlunge cards are reshuffled after everyhand. Each game may be played with anywhere from 14 to 50 players.

General Rules that Apply to All GeoPlunge Classroom Match Games Playingthe Games and Scoring:

For these games, the teacher divides the class into teams, and, ifpossible, every team should have the same number of players, whichnumber of players per team should be between 7 and 10 (and the teachershould make the decision as to whether the number of players on eachteam are 7, 8, 9, or 10 based on the goal of having each team have thesame number of players). If it is impossible for each team to have thesame number of players (which will be the case if there are 23 playersplaying, for example), then each hand the team or teams with one extraplayer will have a player sit out that hand (and it should be adifferent player each time so that no player should be sitting out veryoften).

The teacher will give each team a team number, such that one team willbe team no. 1, another team will be team no. 2 and so forth. Before eachhand begins, players on the same team should be in close proximity toeach other (i.e., sitting or standing right near each other). Inaddition, each team should be placed in close proximity to the team thatis one team number higher or lower than them.

These games are played one hand at a time. Team no. 1 is the dealer forthe first hand. Thereafter, whichever team wins the hand is the teamthat deals on the next hand.

For each hand, one of the players on the team whose turn it is to be thedealing team deals each player one GeoPlunge card (other than a playerthat may be sitting out that hand if one or more teams has an extraplayer). (In other variations, there may be fewer numbers on a team andeach player may be dealt more than one card.) Team members should lookat each other's cards, but no player should show his or her card to aplayer on another team.

For each hand, the number of tricks played during the hand equals thenumber of players playing for each team. For example, there will be 8tricks per hand if there are 8 players on each team playing during ahand.

A trick consists of one player on each team, one at a time, playing hisor her GeoPlunge card. A player plays his or her GeoPlunge card bywalking to the front of the room, or other area of open space designatedby the teacher, holding his or her GeoPlunge card for everyone to seeand reading the name of the state on the card for everyone to hear.

On the first trick of each hand, the team that was the dealer for thathand will be the first team to have a player play his or her GeoPlungecard on that trick (this is called leading). Thereafter, for each othertrick of a hand, the team that will lead on that trick (i.e., the firstteam to have a player play his or her GeoPlunge card on that trick) willbe whichever team won the immediately preceding trick.

For each trick, after the team leading on the trick plays a card, thenext team to play a card is the team whose team number is one numberhigher than the team that led, and the following team to play a cardwill be the team whose team number is one number higher than the secondteam to have thrown a card on that trick, and so on, except that afterthe team with the highest team number plays a card, the next team toplay a card is team no. 1. For example, if team no. 3 leads on a trickand there are five teams in the game, team no. 4 will play a card next,followed by team no. 5, followed by team no. 1, followed by team no. 2.

For each trick, each team can play any card then remaining in thatteam's hand (a team cannot play any card that the team has alreadyplayed on a prior trick in that hand; that is, each player will play hisor her card on exactly one trick during the hand).

If there is any disagreement among team members as to which card shouldbe played by the team on a trick, either the teacher will decide whichcard will be played (or, if there is a team captain, the team captainwill decide). Where there is a team captain, the player who is the teamcaptain should alternate after each hand.

After each trick, each of the players who played a card during thattrick should sit or stand in a group together in a location near theteam that won the trick so that everyone will remember which team wonthat trick.

Each of the specific game descriptions below will include the rules fordetermining, for each trick in that specific game, which team won thetrick. (The game descriptions below refer to games in which theGeoPlunge state cards are used. The games may also be played withcountry cards, such as the GeoPlunge country cards, in which case thetypes of matches permitted will be the same types permitted in thoseGeoPlunge Match games that use country cards that were describedearlier.)

The team that wins the most tricks during the hand wins the hand. If twoor more teams tie for the most tricks won during a hand, the team thattook the last trick among the teams that tied, wins the hand. Whicheverteam wins the hand receives 10 points.

Where there are exactly two teams, if one team wins all but one or twoof the tricks during a hand, that team is considered to have a “superwin” for that hand. Where there are three or more teams, if one teamwins the majority of tricks during the hand, that team is considered tohave a “super win” for that hand. If a team has a “super win” for ahand, that team receives 10 bonus points (i.e., 20 points total).

If one team wins all of the tricks during the hand, that team isconsidered to have the “ultimate win” for that hand. If a team has the“ultimate win” for a hand, that team receives 30 bonus points (i.e., 40points total).

The first team to reach 50 points wins the game (or, if the teacherprefers, whichever team has the most points at the time the teacherdecides the game has ended wins the game).

Specific GeoPlunge Classroom Match Game Rules will now be discussed ingreater detail.

GeoPlunge Classroom Border Match—14 to 50 Players Playing the Game:

The team that leads on a trick will win the trick only if none of theother teams play a card on that trick that is a border state of the cardled.

If another team does throw a card on a trick that is a border state ofthe card led, then the last team to “Border Match” (as defined below) onthat trick wins the trick.

To “Border Match” on a trick, a team must play a card that is a borderstate of the card that is then (i.e., at the time the team is playingits card) the “Action Card” for that trick.

For each trick, the “Action Card” is initially the card led on thattrick. Once a team Border Matches on a trick, the card it played on thattrick becomes the new Action Card for that trick. If another team,playing later on that trick, also Border Matches on the trick, then itscard becomes the new Action Card for the trick, and so on. (If a teamdoes not Border Match on a trick, the card it played cannot be theAction Card for that trick).

A couple of examples will help here (see immediately below). In each ofthese examples, there are four teams in the game and team no. 1 leads onthe trick.

Example no. 1: None of the other three teams play a card that bordersthe state of the card led by team no. 1—Team no. 1 wins the trick.

Example no. 2: Team no. 2 plays a card that borders the state of thecard led by team no. 1, and neither team no. 3 nor team no. 4 plays acard that borders the state of the card played by team no. 2—Team no. 2wins the trick.

Example no. 3: Team no. 2 plays a card that borders the state of thecard led by team no. 1, team no. 3 plays a card that borders the stateof the card played by team no. 2, and team no. 4 does not play a cardthat borders the state of the card played by team no. 3—Team no. 3 winsthe trick.

Example no. 4: Neither team no. 2 nor team no. 3 plays a card thatborders the state of the card led by team no. 1, but team no. 4 doesplay a card that borders the state of the card led by team no. 1—Teamno. 4 wins the trick.

GeoPlunge Classroom SSP Match—14 to 50 Players Playing the Game:

The team that leads on a trick will win the trick only if none of theother teams play a card on that trick that is one lower or one higher inrank for Size, Statehood or Population than the card led.

If another team does throw a card on a trick that is one lower or onehigher in rank for Size, Statehood or Population than the card led, thenthe last team to “SSP Match” (as defined below) on that trick wins thetrick.

To “SSP Match” on a trick, a team must play a card that is one lower orone higher in rank for Size, Statehood or Population than the card thatis then (i.e., at the time the team is playing its card) the “ActionCard” for that trick.

For each trick, the “Action Card” is initially the card led on thattrick. Once a team SSP Matches on a trick, the card it played on thattrick becomes the new Action Card for that trick. If another team,playing later on that trick, also SSP Matches on the trick, then itscard becomes the new Action Card for the trick, and so on. (If a teamdoes not SSP Match on a trick, the card it played cannot be the ActionCard for that trick).

A couple of examples will help here (see immediately below). In each ofthese examples, there are four teams in the game and team no. 1 leads onthe trick.

Example no. 1: None of the other three teams play a card that is onelower or one higher in rank for Size, Statehood or Population than thestate of the card led by team no. 1—Team no. 1 wins the trick.

Example no. 2: Team no. 2 plays a card that is one lower or one higherin rank for Size, Statehood or Population than the state of the card ledby team no. 1, and neither team no. 3 nor team no. 4 plays a card thatis one lower or one higher in rank for Size, Statehood or Populationthan the state of the card played by team no. 2—Team no. 2 wins thetrick.

Example no. 3: Team no. 2 plays a card that is one lower or one higherin rank for Size, Statehood or Population than the state of the card ledby team no. 1, team no. 3 plays a card that is one lower or one higherin rank for Size, Statehood or Population than the state of the cardplayed by team no. 2, and team no. 4 does not play a card that is onelower or one higher in rank for Size, Statehood or Population than thestate of the card played by team no. 3—Team no. 3 wins the trick.

Example no. 4: Neither team no. 2 nor team no. 3 plays a card that isone lower or one higher in rank for Size, Statehood or Population thanthe state of the card led by team no. 1, but team no. 4 does play a cardthat is one lower or one higher in rank for Size, Statehood orPopulation than the state of the card led by team no. 1—Team no. 4 winsthe trick.

GeoPlunge Classroom Capitals Match—14 to 50 Players

The team that leads on a trick will win the trick only if none of theother teams play a card on that trick in which the state capital of thecard played begins with the same first letter as the state capital ofthe card led.

If only one team, who did not lead on the trick, plays a card on thetrick in which the state capital of the card played begins with the samefirst letter as the state capital of the card led, that team wins thetrick. If two or more teams play such a card on the trick, the last teamto play such a card on the trick wins the trick.

GeoPlunge Classroom Mix and Match—14 to 50 Players

Before the start of each hand, either the teacher (or, if the teacherwishes, one of the teams on a rotating basis) will decide whether forthat hand the game will be played under the rules of GeoPlunge ClassroomBorder Match, GeoPlunge Classroom SSP Match or GeoPlunge ClassroomCapitals Match.

GeoPlunge Classroom Total Match—14 to 50 Players

For this game, GeoPlunge Classroom Border Match, GeoPlunge Classroom SSPMatch and GeoPlunge Classroom Capitals Match are combined into one game,as follows:

The team leading on a trick will win the trick only if no other teamthrows a card on that trick that is a border state of the card led, thatis one lower or one higher in rank for Size, Statehood or Populationthan the card led, or in which the state capital of the card playedbegins with the same first letter as the state capital of the card led.

If the team leading on a trick does not win the trick, then the lastteam to “Match” (as defined below) on that trick wins the trick.

To Match on a trick, a team must play a card (i) that is a border stateof the card that is then (i.e., at the time the team is playing itscard) the “Action Card” for that trick; (ii) that is one lower or onehigher in rank for Size, Statehood or Population than the card that isthen the “Action Card” for that trick; or (iii) in which the statecapital of the card played begins with the same first letter as thestate capital of the card that is then the “Action Card” for that trick.

For each trick, the “Action Card” is initially the card led on thattrick. Once a team Matches on a trick, the card it played on that trickbecomes the new Action Card for that trick. If another team, playinglater on that trick, also Matches on the trick, then its card becomesthe new Action Card for the trick, and so on. (If a team does not Matchon a trick, the card it played cannot be the Action Card for thattrick).

GeoPlunge Classroom Power Pick-Em Games General Rules that Apply to allGeoPlunge Classroom Power Pick-Em Games

Six exemplary embodiments of 6 GeoPlunge Classroom Power Pick-em gamesare as follows: GeoPlunge Classroom Power Pick-em Multi-Card, GeoPlungeClassroom Power Pick-em Multi-Card Reverse, GeoPlunge Classroom PowerPick-em Multi-Card Mixed, GeoPlunge Classroom Power Pick-em Single Card,GeoPlunge Classroom Power Pick-em Single Card Reverse, and GeoPlungeClassroom Power Pick-em Single Card Mixed. Both the GeoPlunge cards andthe GeoPower cards are used in these games. The GeoPlunge cards areshuffled at the beginning of the game and after each hand. The GeoPowercards are shuffled at the beginning of the game only. Each of thesegames may be played with anywhere from 8 to 100 players.

GeoPlunge Classroom Power Pick-Em Multi-Card—8 to 100 Players Playingthe Game:

The players are divided into groups of 4 players each. No group shouldhave less than 4 players. If the total number of players is not a numberdivisible by 4, then one or more groups, to the extent necessary, canhave 5 players (and if there are exactly 11 players, then one group canhave 6 players). Players in the same group should be in close proximityto each other (i.e., sitting or standing right near each other) whilethe game is played.

If necessary, more than one GeoPlunge deck should be used, depending onhow many players are in the game. If there are 16 or fewer players, 1GeoPlunge deck is used. If there are between 17 and 33 players, 2GeoPlunge decks are used. If there are between 34 and 50 players, 3GeoPlunge decks are used. If there are between 51 and 66 players, 4GeoPlunge decks are used. If there are between 67 and 83 players, 5GeoPlunge decks are used. If there are between 84 and 100 players, 6GeoPlunge decks are used.

A game consists of a certain number of rounds, played one round at atime. In some embodiments, there are five rounds played. There are twohands during each round, which hands are played one at a time. The firsthand in each round is called the “Starting Hand.” The second hand ineach round is called the “Finals Hand.”

Every player who wins his or her group in the Starting Hand for a round,advances to (i.e., participates in) the Finals Hand for that round (the“Group Winners”).

In addition, for each round, the two players who have the best scores inthe Starting Hand of all of those players who are not Group Winners forthat Starting Hand also advance to the Finals Round (the “AdditionalQualifiers”).

For each hand, each player who is participating in that hand is dealt 3GeoPlunge cards. Therefore, for each Starting Hand, each player is dealt3 GeoPlunge cards, and for each Finals Hand, each player who advances tothat Finals Hand is dealt 3 GeoPlunge cards. The players may look attheir own cards but they may not look at each other's cards.

For each hand (i.e., for each Starting Hand and for each Finals Hand),each player participating in that hand simultaneously discards one ofhis or her cards (at the player's sole discretion as to which card) sothat each player has two GeoPlunge cards remaining for that hand (the“Selected Cards”). (In other embodiments, players may be dealt more than3 GeoPlunge cards and may be able to select more than 2 Selected Cards.Also, in some other embodiments, players may use country cards, such asthe GeoPlunge country cards, instead of the GeoPlunge state cards, inwhich case the rankings of the cards will be based on the types ofrankings used in the games that use GeoPlunge country cards (e.g., size,independence, population, time zone, and life expectancy.)

For each hand, once the participating players have chosen their SelectedCards, the teacher then turns face-up the next GeoPower card in thedeck. The GeoPower card turned face-up is called the Control GeoPowerCard for that hand. (Once a GeoPower card is used on a hand, it isplaced at the bottom of the GeoPower Card deck. Therefore, each hand, adifferent GeoPower card in the GeoPower card deck will be the ControlGeoPower Card.)

For each hand in which the Control GeoPower Card says:

-   -   1. Size, the Selected Cards for that hand are ranked based on        the size of the state, with Alaska as the highest ranking card;    -   2. Statehood, the Selected Cards for that hand are ranked based        on their date of entry into the union, with Delaware as the        highest ranking card; or    -   3. Population, the Selected Cards for that hand are ranked based        on the population of the state, with California as the highest        ranking card.

In this game, as between any two players, a player (the “first player”)wins the hand against another player (the ‘second player”) only if thefirst player's two Selected Cards have the better combined (i.e., lowernumerical) total ranking (and the relevant rankings for a hand are basedon the Control GeoPower Card for that hand). For example, if the ControlGeoPower Card for a hand says Population, and the first player'sSelected Cards are the 7^(th) and 20^(th) ranked states in population,and the second player's Selected Cards are the 4^(th) and 30^(th) rankedstates in population, the first player would win the hand since thecombined population rankings of the first player's Selected Cards onthat hand (27) are better (i.e., lower numerically) than the combinedpopulation rankings of the second player's Selected Cards on that hand(34). Therefore, for that hand the first player has a better (i.e.,lower) score than the second player.

If, on any hand, two players' Selected Cards have the exact samecombined ranking, the tiebreaker is based upon which one of thoseSelected Cards has the best relevant ranking. For example, if theControl GeoPower Card for a hand says Size, and the Selected Cards forthe first player are the 12^(th) and 25^(th) ranked states in size, andthe Selected Cards for the second player are the 14^(th) and 23^(rd)ranked states in size, as between those two players the first playerwould win the hand since the tiebreaker is based upon who has the bestranked card among the four Selected Cards, and in this example the firstplayer's Selected Card that is ranked 12^(th) in size has a better sizeranking than each of the second player's Selected Cards (which areranked 14^(th) and 23^(rd), respectively).

For each Starting Hand, after the teacher turns face-up the ControlGeoPower Card for that hand, each player shows his or her Selected Cardsand announces his or her score for that hand (based on the combinedtotal relevant rankings of that player's Selected Cards for that hand)in order to determine the Group Winners and Additional Qualifiers forthat Starting Hand.

For each Finals Hand, after the teacher turns face-up the ControlGeoPower Card for that hand, each player playing in that hand shows hisor her Selected Cards and announces his or her score for that hand(based on the combined total relevant rankings of that player's SelectedCards for that hand) in order to determine the champion, second placefinisher, and third place finisher for that Finals Hand.

Scoring:

For each of the first two rounds, the Group Winners of the Starting Handreceive 4 points each, and the Additional Qualifiers for the StartingHand receive 2 points each. In addition, for each of the first tworounds, the champion of the Finals Hand receives 10 points, the secondplace finisher in the Finals Hand receives 6 points, and the third placefinisher in the Finals Hand receives 4 points. Also, for each of thefirst two rounds, each person (other than the champion, second placefinisher, and third place finisher of the Finals Hand) who is in thesame group as the champion of the Finals Hand receives 2 points.

For the third and fourth rounds, the Group Winners of the Starting Handreceive 6 points each, and the Additional Qualifiers for the StartingHand receive 3 points each. In addition, for the third and fourthrounds, the champion of the Finals Hand receives 15 points, the secondplace finisher in the Finals Hand receives 9 points, and the third placefinisher in the Finals Hand receives 6 points. Also, for the third andfourth rounds, each person (other than the champion, second placefinisher, and third place finisher of the Finals Hand) who is in thesame group as the champion of the Finals Hand receives 3 points.

For the fifth and final round, the Group Winners of the Starting Handreceive 8 points each, and the Additional Qualifiers for the StartingHand receive 4 points each. In addition, for the fifth and final round,the champion of the Finals Hand receives 20 points, the second placefinisher in the Finals Hand receives 12 points, and the third placefinisher in the Finals Hand receives 8 points. Also, in the fifth andfinal round, each person (other than the champion, second placefinisher, and third place finisher of the Finals Hand) who is in thesame group as the champion of the Finals Hand receives 4 points.

Where multiple decks are used, if there is a tie between two players ona hand, both players receive the points that each would have received ifthere were no tie. (There can only be a tie if both players have theexact same Selected Cards).

In any hand in which a player has a “GeoPlunge Perfecto” that playerreceives 10 additional points. A player has a GeoPlunge Perfecto wherethe sum of the relevant rankings of the player's two Selected Cards is 3or less (the sum can only be equal to 2 where multiple decks are used).

In any hand in which a player has a “Near GeoPlunge Perfecto” thatplayer receives 5 additional points. A player has a Near GeoPlungePerfecto where the sum of the relevant rankings of the player's twoSelected Cards equals 4 or 5.

The person who has the most points at the end of the game is the winnerof the game and is called the “champion,” and the persons who have the2^(nd) through 5^(th) most points are the “near champions.” If there aremore than 50 players, the persons who have the 6^(th) through 10^(th)most points are also “near champions.” If two or more players are tiedfor the most points, they are each considered to be champions.

The group that has the highest combined total points (adding up thepoints of each player in the group) of all of the groups of the end ofthe game is the winning group and is called the “champion group.” Wherethere are 3 or more groups playing, the group that has the secondhighest combined total points is the “near champion group,” and wherethere are 6 or more groups, the group that has the third highestcombined total points is also a “near champion group.” If two or moregroups are tied for the most points, they are each considered to bechampion groups.

GeoPlunge Classroom Power Pick-Em Multi-Card Reverse—8 to 100 PlayersPlaying the Game:

All of the rules of playing of the game of GeoPlunge Classroom PowerPick-em Multi-Card apply, except as follows:

In this game, as between any two players, a player (the “first player”)wins the hand against another player (the ‘second player”) only if thefirst player's two Selected Cards have the weaker combined (i.e., highernumerical) total ranking (and the relevant rankings for a hand are basedon the Control GeoPower Card for that hand). For example, if the ControlGeoPower Card for a hand says Population, and the first player'sSelected Cards are the 4^(th) and 30^(th) ranked states in population,and the second player's Selected Cards are the 7^(th) and 20^(th) rankedstates in population, the first player would win the hand since thecombined population rankings of the first player's Selected Cards onthat hand (34) are weaker (i.e., higher numerically) than the combinedpopulation rankings of the second player's Selected Cards on that hand(27).

If, on any hand, two players' Selected Cards have the exact samecombined ranking, the tiebreaker is based upon which one of thoseSelected Cards has the worst ranking. For example, if the ControlGeoPower Card for a hand says Size, and the Selected Cards for the firstplayer are the 12^(th) and 25^(th) ranked states in size, and theSelected Cards for the second player are the 14^(th) and 23^(rd) rankedstates in size, as between those two players the first player would winthe hand since the tiebreaker is based upon who has the worst rankedcard among the four Selected Cards, and in this example the firstplayer's Selected Card that is ranked 25^(th) in size has a weaker sizeranking than each of the second player's Selected Cards (which areranked 14^(th) and 23^(rd)′ respectively).

Every player who wins his or her group in the Starting Hand for a round(by having, among the players in the group, the Selected Cards with theweakest combined relevant rankings), advances to (i.e., participates in)the Finals Hand for that round (the “Group Winners”).

In addition, for each round, the two players who have the weakestcombined rankings in the Starting Hand of all of those players who arenot Group Winners for that Starting Hand also advance to the FinalsRound (the “Additional Qualifiers”).

Scoring:

All of the scoring rules of GeoPlunge Classroom Power Pick-em Multi-Cardapply, except as follows:

In any hand in which a player has a “GeoPlunge Reverse Perfecto” thatplayer receives 10 additional points. A player has a GeoPlunge ReversePerfecto where the sum of the relevant rankings of the player's twoSelected Cards is 99 or 100 (the sum can only be equal to 100 wheremultiple decks are used).

In any hand in which a player has a “Near GeoPlunge Reverse Perfecto”that player receives 5 additional points. A player has a Near GeoPlungeReverse Perfecto where the sum of the relevant rankings of the player'stwo Selected Cards equals 97 or 98.

A player does not receive any points for having a GeoPlunge Perfecto orNear GeoPlunge Perfecto.

GeoPlunge Classroom Power Pick-Em Multi-Card Mixed—8 to 100 PlayersPlaying the Game and Scoring:

A game consists of 5 rounds, played one round at a time. There are twohands during each round, which hands are played one at a time. The firsthand in each round is called the “Starting Hand.” The second hand ineach round is called the “Finals Hand.”

For the 1^(st), 3^(rd) and 5^(th) rounds, all of the rules for playingthe game and scoring of GeoPlunge Classroom Power Pick-em Multi-cardapply.

For the 2^(nd) and 4^(th) rounds, all of the rules for playing the gameand scoring of GeoPlunge Classroom Power Pick-em Multi-Card Reverseapply.

GeoPlunge Classroom Power Pick-Em Single Card—8 to 100 Players Playingthe Game:

The players are divided into groups of 4 players each. No group shouldhave less than 4 players. If the total number of players is not a numberdivisible by 4, then one or more groups, to the extent necessary, canhave 5 players (and if there are exactly 11 players, then one group canhave 6 players). Players in the same group should be in close proximityto each other (i.e., sitting or standing right near each other) whilethe game is played.

If necessary, more than one GeoPlunge deck should be used, depending onhow many players are in the game. If there are 25 or fewer players, 1GeoPlunge deck is used. If there are between 26 and 50 players, 2GeoPlunge decks are used. If there are between 51 and 75 players, 3GeoPlunge decks are used. If there are between 76 and 100 players, 4GeoPlunge decks are used.

A game consists of 5 rounds, played one at a time. There are two handsduring each round, which are played one at a time. The first hand ineach round is called the “Starting Hand.” The second hand in each roundis called the “Finals Hand.”

Every player who wins his or her group in the Starting Hand for a round,advances to (i.e., participates in) the Finals Hand for that round (the“Group Winners”).

In addition, for each round, the two players who have the best scores inthe Starting Hand of all of those players who are not Group Winners forthat Starting Hand also advance to the Finals Round (the “AdditionalQualifiers”).

For each hand, each player who is participating in that hand is dealt 2GeoPlunge cards. Therefore, for each Starting Hand, each player is dealt2 GeoPlunge cards, and for each Finals Hand, each player who advances tothat Finals Hand is dealt 2 GeoPlunge cards. The players may look attheir own cards but they may not look at each other's cards.

For each hand (i.e., for each Starting Hand and for each Finals Hand),each player participating in that hand simultaneously discards one ofhis or her cards (at the player's sole discretion as to which card) sothat each player has one card remaining for that hand (the “SelectedCard”).

For each hand, once each participating player has chosen his or herSelected Card, the teacher then turns face-up the next GeoPower card inthe deck. The GeoPower card turned face-up is called the ControlGeoPower Card for that hand. (Once a GeoPower card is used on a hand, itis placed at the bottom of the GeoPower Card deck. Therefore, each hand,a different GeoPower card in the GeoPower card deck will be the ControlGeoPower Card.)

For each hand in which the Control GeoPower Card says:

-   -   1. Size, the Selected Cards for that hand are ranked based on        the size of the state, with Alaska as the highest ranking card;    -   2. Statehood, the Selected Cards for that hand are ranked based        on their date of entry into the union, with Delaware as the        highest ranking card; or    -   3. Population, the Selected Cards for that hand are ranked based        on the population of the state, with California as the highest        ranking card.

In this game, as between any two players, a player (the “first player”)wins the hand against another player (the “second player”) only if thefirst player's Selected Card has a better ranking (i.e., is lowernumerically) than the second player's Selected Card (and the relevantrankings for a hand are based on the Control GeoPower Card for thathand). For example, if the Control GeoPower Card for a hand saysPopulation, and the first player's Selected Card is the 7^(th) rankedstate in population, and the second player's Selected Card is the12^(th) ranked state in population, as between those two players thefirst player would win the hand since the first player's Selected Card'srelevant ranking on that hand (7) is better (i.e., lower numerically)than the second player's Selected Card's relevant ranking on that hand(12). Therefore, for that hand the first player has a better (i.e.,lower) score for that hand than the second player.

If, where multiple decks are used, on any hand two players SelectedCards have the exact same relevant ranking, the players are consideredto have tied for that hand.

Scoring:

For each of the first two rounds, the Group Winners of the Starting Handreceive 4 points each, and the Additional Qualifiers for the StartingHand receive 2 points each. In addition, for each of the first tworounds, the champion of the Finals Hand receives 10 points, the secondplace finisher in the Finals Hand receives 6 points, and the third placefinisher in the Finals Hand receives 4 points. Also, for each of thefirst two rounds, each person (other than the champion, second placefinisher, and third place finisher of the Finals Hand) who is in thesame group as the champion of the Finals Hand receives 2 points.

For the third and fourth rounds, the Group Winners of the Starting Handreceive 6 points each, and the Additional Qualifiers for the StartingHand receive 3 points each. In addition, for the third and fourthrounds, the champion of the Finals Hand receives 15 points, the secondplace finisher in the Finals Hand receives 9 points, and the third placefinisher in the Finals Hand receives 6 points. Also, for the third andfourth rounds, each person (other than the champion, second placefinisher, and third place finisher of the Finals Hand) who is in thesame group as the champion of the Finals Hand receives 3 points.

For the fifth and final round, the Group Winners of the Starting Handreceive 8 points each, and the Additional Qualifiers for the StartingHand receive 4 points each. In addition, for the fifth and final round,the champion of the Finals Hand receives 20 points, the second placefinisher in the Finals Hand receives 12 points, and the third placefinisher in the Finals Hand receives 8 points. Also, in the fifth andfinal round, each person (other than the champion, second placefinisher, and third place finisher of the Finals Hand) who is in thesame group as the champion of the Finals Hand receives 4 points.

Where multiple decks are used, if there is a tie between two players ona hand, both players receive the points that each would have received ifthere were no tie. (There can only be a tie if both players have theexact same Selected Card).

In any hand in which a player has a “GeoPlunge Perfecto” that playerreceives 10 additional points. A player has a GeoPlunge Perfecto wherethe relevant ranking of the player's Selected Card is 1.

In any hand in which a player has a “Near GeoPlunge Perfecto” thatplayer receives 5 additional points. A player has a Near GeoPlungePerfecto where the relevant ranking of the player's Selected Card is 2.

The person who has the most points at the end of the game is the winnerof the game and is called the “champion,” and the persons who have the2^(nd) through 5^(th) most points are the “near champions.” If there aremore than 50 players, the persons who have the 6^(th) through 10^(th)most points are also “near champions.” If two or more players are tiedfor the most points, they are each considered to be champions.

The group whose who has the highest combined total points (adding up thepoints of each player in the group) of all of the groups at the end ofthe game is the winning group and is called the “champion group.” Wherethere are 3 or more groups playing, the group that has the secondhighest combined total points is the “near champion group,” and wherethere are 6 or more groups, the group that has the third highestcombined total points is also a “near champion group.” If two or moregroups are tied for the most points, they are each considered to bechampion groups.

GeoPlunge Classroom Power Pick-Em Single Card Reverse—8 to 100 PlayersPlaying the Game:

All of the rules of playing of the game of GeoPlunge Classroom PowerPick-em Single Card apply, except as follows:

In this game, as between any two players, a player (the “first player”)wins the hand against another player (the ‘second player”) only if thefirst player's Selected Card has the weaker (i.e., higher numerical)ranking (and the relevant rankings for a hand are based on the ControlGeoPower Card for that hand). For example, if the Control GeoPower Cardfor a hand says Population, and the first player's Selected Card is the30^(th) ranked state in population, and the second player's SelectedCard is the 20^(th) ranked state in population, as between those twoplayers the first player would win the hand since the population rankingof the first player's Selected Card on that hand (30) is weaker (i.e.,higher numerically) than the population ranking of the second player'sSelected Card on that hand (20).

If, on any hand, two players' Selected Cards have the exact sameranking, the player's are considered to have tied on that hand.

Every player who wins his or her group in the Starting Hand for a round(by having, among the players in the group, the Selected Card with theweakest relevant ranking), advances to (i.e., participates in) theFinals Hand for that round (the “Group Winners”).

In addition, for each round, the two players who have the weakestSelected Cards in the relevant ranking during the Starting Hand of allof those players who are not Group Winners for that Starting Hand alsoadvance to the Finals Round (the “Additional Qualifiers”).

Scoring:

All of the scoring rules of GeoPlunge Classroom Power Pick-em SingleCard apply, except as follows:

In any hand in which a player has a “GeoPlunge Reverse Perfecto” thatplayer receives 10 additional points. A player has a GeoPlunge ReversePerfecto where the relevant ranking of the player's Selected Card is 50.

In any hand in which a player has a “Near GeoPlunge Reverse Perfecto”that player receives 5 additional points. A player has a Near GeoPlungeReverse Perfecto where the relevant ranking of the player's SelectedCard is 49.

A player does not receive any points for having a GeoPlunge Perfecto orNear GeoPlunge Perfecto.

GeoPlunge Classroom Power Pick-Em Single Card Mixed—8 to 100 PlayersPlaying the Game and Scoring:

A game consists of 5 rounds, played one at a time. There are two handsduring each round, which are played one at a time. The first hand ineach round is called the “Starting Hand.” The second hand in each roundis called the “Finals Hand.”

For the 1^(st), 3^(rd) and 5^(th) rounds, all of the rules for playingthe game and scoring of GeoPlunge Classroom Power Pick-em Single Cardapply.

For the 2^(nd) and 4^(th) rounds, all of the rules for playing the gameand scoring of GeoPlunge Classroom Power Pick-em Single-Card Reverseapply.

GeoPlunge Solo Group Games General Rules to GeoPlunge Solo Group Games

Four exemplary embodiments of GeoPlunge Solo Group Games are as follows:GeoPlunge Solo SSP (i.e., Size, Statehood and Population) Groups,GeoPlunge Quick Solo SSP Groups, GeoPlunge Solo Border Groups, andGeoPlunge Quick Solo Border Groups. Each GeoPlunge Solo Group game isplayed with 1 player. Only the GeoPlunge cards are used. (Otherembodiments of these games will permit the group sizes to be larger orsmaller than described in the exemplary games below, the number ofgroups to be larger or smaller than described in the exemplary gamesbelow, or the categories of the groups to be different than described inthe exemplary games below, including in some other embodiments groupsusing the GeoPlunge country cards where the grouping may be based onrankings for those cards (such as size, independence, population, timezone or life expectancy) or border countries of those cards.)

In each game, the play of the game is divided into a certain number ofrounds, which number varies per game. The rounds are played one at atime. There are two hands in each round, played one hand at a time.

The GeoPlunge cards are shuffled before the game begins and between eachround. They are not shuffled between each hand during a round.

For each round, in the first hand the top 25 GeoPlunge cards in the deckare used, and in the second hand the remaining 25 GeoPlunge cards in thedeck are used. (In other embodiments there may be more hands each round,and fewer cards used in each hand.)

During the play of the game, the player turns face-up (i.e., looks at)one GeoPlunge card at a time, which card turned face-up is always thethen top card in the deck.

The player does not turn the next GeoPlunge card face-up until theplayer plays (i.e., places into a group, as described below) theGeoPlunge card he or she has just turned face-up. Once the player placesa GeoPlunge card in a group (which the player must do before turning thenext GeoPlunge card face-up), the player cannot change which group theplayer has placed the card. (In other embodiments, a player may be givena specified number of opportunities (e.g., to move a card into anothergroup after the player has already played that card).

GeoPlunge Solo SSP Groups: 1 Player Playing the Game:

The game consists of three rounds, with two hands in each round. Duringeach hand, the player tries to use the 25 GeoPlunge cards dealt in thathand to form five groups, consisting of one Top Ranking Group, one HighRanking Group, one Middle Ranking Group, one Low Ranking Group and oneBottom Ranking Group.

Most GeoPlunge cards will have rankings that give the player an optionas to which group to place the card. However, once the player places acard in a group (which the player must do before turning the nextGeoPlunge card face-up), the player cannot move the card to a differentgroup.

The player must try to place exactly five GeoPlunge cards in each group,and no card can be used in more than one group. In addition, and asdescribed below (after the bullet points), no group is permitted to havetwo or more cards with “Identical Numbered Rankings” (see the definitionafter the bullet points).

-   -   1. A Top Rankings Group is a group of 5 GeoPlunge cards, each of        which has at one least one ranking (i.e., size, statehood or        population) that is in the top ten (i.e., between 1 and 10).    -   2. A High Rankings Group is a group of 5 GeoPlunge cards, each        of which has at one least one ranking that is in the second ten        (i.e., between 11 and 20).        3. A Middle Rankings Group is a group of 5 GeoPlunge cards, each        of which has at one least one ranking that is in the middle ten        (i.e., between 21 and 30).        4. A Low Rankings Group is a group of 5 GeoPlunge cards, each of        which has at one least one ranking that is in the next to bottom        ten (i.e., between 31 and 40).        5. A Bottom Rankings Group is a group of 5 GeoPlunge cards, each        of which has at one least one ranking that is in the bottom ten        (i.e., between 41 and 50).

There can be no “Identical Numbered Rankings” in a group. A group hasIdentical Numbered Rankings if the rankings being used by the player fortwo or more cards in a group are the same number.

For example, Alaska and Delaware could not both be used in a TopRankings Group because the only ranking they each have in the top 10 isthe same number, i.e., they both have a no. 1 ranking in a category(Delaware is no. 1 in statehood and Alaska is no. 1 in size). On theother hand, California and Alaska could both be used in a Top RankingsGroup, as long as the no. 3 ranking of California for size is used bythe player, rather than the no. 1 ranking for population (which can't beused in conjunction with the use of Alaska since Alaska's only rankingin the top 10 of a category is a no. 1 ranking in size).

Where a card has two or more rankings that would enable it to be placedinto the same group (e.g., both California's no. 1 ranking in populationand its no. 3 ranking in size would enable it to be placed in the TopRankings Group), a player who places a card in such a group can choosewhich ranking to use, and he or she does not need to make thatdetermination until the end of the hand (but, remember, a player cannotmove a card to a different group once the card is placed in a group).

A hand ends when a player turns face-up a card that cannot be placed inany group other than a group that is already full (i.e., already has 5cards in it). If that does not occur before the 25^(th) GeoPlunge cardis played, a hand ends after the 25^(th) GeoPlunge card is played.

Scoring:

A player is awarded 20 points for a hand if he or she completes all 5groups during that hand.

If the player completes 4 groups, the player is awarded 5 points for thehand.

A player wins if the player has at least 50 points by the end of thegame. If a player has at least 90 points by the end of the game, aplayer obtains a “Super Win.” If a player has 120 points by the end ofthe game, that player obtains the “Ultimate Win.”

GeoPlunge Quick Solo SSP Groups: 1 Player Playing the Game and Scoring:

All of the rules of GeoPlunge Solo SSP Groups apply, except that inGeoPlunge Quick Solo SSP Groups there is only one round (rather thanthree rounds) and to win a player must complete all 5 groups in one ofthe two hands. If a player completes all 5 groups in both hands, theplayer obtains the “Ultimate Win.”

If a player completes 4 groups in at least one hand, that player isconsidered to have tied (rather than lost).

GeoPlunge Solo Border Groups: 1 Player Playing the Game:

The game consists of three rounds, with two hands in each round. Duringeach hand, the player tries to form five “Border Groups.” A Border Groupis a group of 4 cards in which one of the cards in the group (the “firstcard”) is a border state of another card in the group (the “secondcard”), and the second card is also a border state of a different cardin the group (the “third card”), and the third card is also a borderstate of the final card in the group (the “fourth card”). (Another wayto look at it is that to be a Border Group, at least two of the cards inthe group (the “Double Border Cards”) must be border states of eachother, and one of the Double Border Cards must also be a border state ofone of the remaining two cards in the group, and the other Double BorderCard must also be a border state of the other remaining card in thegroup.)

The sixth group of cards in a hand is called the Discard Group, which isthe group the player places any cards that he or she does not want toplace into a pile that the player hopes will form (i.e., become) aBorder Group. Each hand a player must place exactly 5 cards in theDiscard Group.

The player will be creating six piles on the playing surface, with thepile furthest to the player's right being the Discard Group.

During the play of the game, the player turns face-up (i.e., looks at)one GeoPlunge card at a time, which card turned face-up is always thethen top card in the deck.

The player does not turn the next GeoPlunge card face-up until theplayer plays (i.e., places into a pile) the GeoPlunge card he or she hasjust turned face-up. A player may not place more than 4 cards in any onepile during a hand, except that a player may place 5 cards in theDiscard Group. Once the player places a GeoPlunge card in a pile (whichthe player must do before turning the next GeoPlunge card face-up), theplayer cannot change which pile the player has placed the card.

Therefore, once the player places a card into one of the five piles thatthe player hopes will each become Border Groups by the end of the hand,the player cannot move that card to a different one of those five pilesnor can the player move that card into the Discard Group. Similarly,once a player places a card into the Discard Group, the player cannotmove that card into one of the other piles. No card can be used in morethan one group.

A Border Group in which two or more of the states in the group bordersall of the other states in the group is called a Super Border Group.

The hand ends when all 25 cards in the hand have been played.

Scoring:

A player is awarded 20 points for a hand if he or she completes all fiveBorder Groups during that hand.

A player is awarded 5 points if he or she completes 4 Border Groupsduring the hand.

If during a hand a player completes all five Border Groups, and at leasttwo of those Border Groups are Super Border Groups, the player isawarded 10 bonus points for that hand.

A player wins if he or she has at least 50 points by the end of thegame. If a player has at least 90 points by the end of the game, aplayer obtains a “Super Win.” If a player has at least 120 points by theend of the game, that player obtains the “Ultimate Win.”

GeoPlunge Quick Solo Border Groups: 1 Player Playing the Game andScoring:

All of the rules of GeoPlunge Solo Border Groups apply, except that inGeoPlunge Quick Solo Border Groups there is only one round (rather thanthree rounds) and to win a player must complete all 5 Border Groups inone of the two hands. If a player completes all 5 Border Groups in bothhands, the player obtains the “Ultimate Win.”

If a player completes 4 Border Groups in at least one hand, that playeris considered to have tied (rather than lost).

FIG. 13 presents a flow diagram of play of an exemplary GeoPlunge SoloGroup Game, in accordance with an embodiment of the present invention.As shown in FIG. 13, for the initial hand of each round (and there maybe more than one round), the player deals 25 GeoPlunge cards, and thenfor next hand the player deals the remaining 25 GeoPlunge cards (for anexemplary game with 50 cards, such as 50 state cards) 130. In a firstvariation, for each hand, player tries to make a certain number ofgroups (such as 5 groups) of a certain number of cards each (such as 5cards) 131 in which, for one group, each card has at least 1 ranking intop 10 (and each card must have a different top 10 ranking than eachother card in the group); for another group, each card has at least 1ranking in second 10 (and each card must have a different second 10ranking than each other card in the group); for another group, each cardhas at least 1 ranking in the middle 10 (and each card must have adifferent middle 10 ranking than each other card in the group); foranother group, each card has at least 1 ranking in the next to bottom 10(and each card must have a different next to bottom 10 ranking than eachother card in the group); and for another group, each card has at least1 ranking in bottom 10 (and each card must have a different bottom 10ranking than each other card in the group).

In a second variation, for each hand, player tries to make a certainnumber of groups (such as 5 groups) of a certain number of cards each(such as 4 cards) in which the groups must be such that in each groupone could travel from one state in the group to another state in thegroup while crossing each other state in the group, but no other states(and with regard to some games and some groups a player may also discardsome cards and not place such cards in a group).

Once a player places a card in a group, a player cannot move that cardinto a different group 132. The scoring is based on the number of groupsthe player can complete for each hand 133. Each game ends when all handsare played 134.

GeoPlunge Pick-Em Games General Rules that Apply to Both GeoPlungePick-Em Games

There are two GeoPlunge Pick-em games: GeoPlunge Indy Pick-em andGeoPlunge Team Pick-em. Both the GeoPlunge cards and the GeoPower cardsare used in these games. The players agree who will be the dealer forthe first hand. Thereafter, the dealer for each subsequent hand is theperson to the left of the dealer for the prior hand. (Other embodimentsof these games will permit different numbers of cards to be dealt to,and played by, players, than described in the exemplary games below, andin some other embodiments country cards, such as the GeoPlunge countrycards, will be used and in those embodiments the grouping may be basedon rankings or information regarding size, independence, population,time zone or life expectancy.)

GeoPlunge Indy Pick-em may be played with anywhere from 2 to 6 players,each playing individually. GeoPlunge Team Pick-em may be played with 4or 6 players, playing in two (or three) teams of 2 players each (inGeoPlunge Team Pick-em, teammates should sit across from each other, notnext to each other).

These games are played one hand at a time.

Each hand is played in three stages, and there are three tricks in eachstage.

Each player is dealt a certain amount of GeoPlunge cards during eachstage, which amount varies by game (and by stage). The number ofGeoPlunge cards played during each trick also varies by game. Once aplayer plays a GeoPlunge card, that card cannot be played again duringthe hand (unless the cards are reshuffled between stages and a player isthen dealt that card again).

The GeoPlunge cards are reshuffled after a hand is completed. Wherethere are 3 or more players playing GeoPlunge Indy Pick-em, or 6 playersplaying GeoPlunge Team Pick-em, the GeoPlunge cards are also reshuffledafter each stage of the hand (except for the GeoPlunge cards that aredealt but not played during a prior stage of that hand).

Three GeoPower cards are used during each stage, one on each trick. Foreach trick, the GeoPower card used (which is simply the then topGeoPower card in the deck) is called the Control GeoPower Card for thattrick.

For each trick in which the Control GeoPower Card says:

-   -   1. Size, the GeoPlunge cards played on that trick are ranked        based on the size of the state, with Alaska as the highest        ranking card;    -   2. Statehood, the GeoPlunge cards played on that trick are        ranked based on their date of entry into the union, with        Delaware as the highest ranking card; or    -   3. Population, the GeoPlunge cards played on that trick are        ranked based on the population of the state, with California as        the highest ranking card.

After a GeoPower card is the Control GeoPower Card, it is placed at thebottom of the GeoPower card deck. The GeoPower cards are reshuffledafter a hand is completed. They are not reshuffled between stages of ahand.

GeoPlunge Indy Pick-Em—2 to 6 Players Playing the Game:

In the first two stages of each hand, the players are dealt 7 GeoPlungecards each, and in the third stage they are dealt 4 GeoPlunge cardseach.

In each stage, each player plays 6 of his or her GeoPlunge cards (twoper trick). Therefore, at the end of the first stage each player willstill have one GeoPlunge card, and at the end of the second stage eachplayer will still have two GeoPlunge cards. Accordingly, after theGeoPlunge cards are dealt for the third stage, each player will have 6GeoPlunge cards to play during that stage (four cards dealt to theplayer during that stage, plus the two cards not played in the earlierstages by that player).

A trick (remember, there are three tricks during each stage) consists of(i) each player choosing two of his or her GeoPlunge cards to play onthat trick (i.e., to lay face down on the table); (ii) followed by thedealer turning face up the next GeoPower card in the deck (which will bethe Control GeoPower Card for that trick), (iii) followed by the playerseach turning face up the two GeoPlunge cards they played during thattrick. Therefore, at the time a player plays his or her two GeoPlungecards for a trick (i.e., lays them face down on the table), the playerdoes not know what the Control GeoPower card will be for that trick nordoes the player know what GeoPlunge cards the other players are playingon the trick.

For each trick, the player who wins the trick is the player whose twoGeoPlunge cards played on that trick have the best combined (i.e.,lowest numerical) total ranking (and the relevant rankings for a trickare based on the Control GeoPower Card for that trick). For example, ifthe Control GeoPower Card for a trick says Population, and the dealerplayed the 7^(th) and 20^(th) ranked states in population, and the otherplayer played the 4^(th) and 30^(th) ranked states in population, thedealer would win the trick since the combined population rankings of thecards the dealer played on that trick (27) are better (i.e., lowernumerically) than the combined population rankings of the other player'scards played on that trick (34). If it is a tie for who has the bestcards on any trick, whoever threw the card with the best (i.e., lowestnumerical) relevant ranking among the tied players wins that trick.

Scoring:

For each stage, the winner of the stage is the player that won the mosttricks during the stage. If two or more players tied for most tricksduring a stage, the winner of that stage is the player that took thelast trick among those players.

If there are 2 or 3 players, for the first stage of each hand, thewinner of the stage receives 3 points; for the second stage, the winnerreceives 4 points; and for the third stage, the winner receives 6points.

If there are 4 or more players, for the first stage of each hand, thewinner of the stage receives 6 points; for the second stage, the winnerreceives 8 points; and for the third stage, the winner receives 10points.

If a player wins all three tricks in one stage, that player receivesdouble the amount of points he or she would have otherwise won (e.g.,where there are 2 players, a player receives 6 total points for winningall three tricks during the first stage).

The first player to reach 50 points wins the game.

GeoPlunge Team Pick-Em—4 or 6 Players Playing the Game:

In the first two stages of each hand, the players are dealt 4 GeoPlungecards each, and in the third stage they are dealt 1 GeoPlunge card each.Team members cannot talk to each other or show each other their cards.

In each stage, each player plays 3 of his or her GeoPlunge cards (oneper trick). Therefore, at the end of the first stage each player willstill have one GeoPlunge card, and at the end of the second stage eachplayer will still have two GeoPlunge cards. Accordingly, after theGeoPlunge cards are dealt for the third stage, each player will have 3GeoPlunge cards to play during that stage (one card dealt to the playerduring that stage, plus the two cards not played in the earlier stagesby that player).

A trick (remember, there are three tricks during each stage) consists of(i) each player choosing one of his or her GeoPlunge cards to play onthat trick (i.e., to lay face down on the table); (ii) followed by thedealer turning face up the next GeoPower card in the deck (which will bethe Control GeoPower Card for that trick), (iii) followed by the playerseach turning face up the GeoPlunge card they played during that trick.Therefore, at the time a player plays his or her GeoPlunge card for atrick (i.e., lays it face down on the table), the player does not knowwhat the Control GeoPower card will be for that trick nor does theplayer know what GeoPlunge card each other player is playing on thetrick.

For each trick, the team who wins the trick is the team whose twoGeoPlunge cards played have the best combined (i.e., lowest numerical)total ranking (and the relevant rankings for a trick are based on theControl GeoPower Card for that trick). For example, if the ControlGeoPower Card for a trick says Population, and the dealer played the7^(th) ranked state in population, and the dealer's teammate played the20^(th) ranked state in population, and their opponents played the4^(th) and 30^(th) ranked states in population, the dealer's team wouldwin the trick since the combined population rankings of the cards thedealer's team played on that trick (27) are better (i.e., lowernumerically) than the combined population rankings of the other team'scards played on that trick (34). If it is a tie for which team has thebest cards on any trick, whichever team among the tied teams threw thecard with the best (i.e., lowest numerical) relevant ranking wins thattrick.

Scoring:

For each stage, the team that wins the most tricks during that stagewins the stage. If two or more teams tied for most tricks during astage, the winner of the stage is the team that took the last trickamong the tied teams in the stage.

For the first stage of each hand, the winning team for that stagereceives 3 points. For the second stage, the winning team receives 4points. For the third stage, the winning team receives 6 points.

If a team wins all three tricks in one stage, that team receives doublethe amount of points it would have otherwise won (e.g., 6 total pointsfor winning all three tricks during the first stage).

The first team to reach 50 points wins the game.

FIG. 14 presents a flow diagram of play of an exemplary GeoPlungePick-Em Game, in accordance with an embodiment of the present invention.As shown in FIG. 14, hands of GeoPlunge cards are dealt or assigned toeach player 140. For each trick, each player plays a certain number ofGeoPlunge cards at the same time as each other player 141. The Dealerreveals the next GeoPower card in deck, which is the Control GeoPowercard for that trick 142. The Control GeoPower card determines theGeoPlunge card priority 143.

Whoever plays the highest ranking GeoPlunge card (or where multiplecards highest combined ranking GeoPlunge cards) wins the trick 144. Thehand continues until all of the tricks are won for that hand 145.Scoring is determined from tricks won by each player during each hand146. The Games continue until one player/team reaches a predeterminedgoal, such as a point total 147.

GeoPoker (Also Called by Other Names, Including Geography Poker orGeoPlunge Poker) General Rules Applicable to all GeoPoker Games

There are many GeoPoker games, including the exemplary embodimentsdescribed below. The players may play one GeoPoker game, or if theywish, play dealer's choice so that whenever it is a player's turn todeal, that player will decide which GeoPoker game to play during thatplayer's turn to deal.

Each game uses the GeoPlunge card deck (and the GeoPower card deck butfor tiebreakers only, as explained herein) (In the alternative, playersmay use different methods of determining tiebreakers they agree upon andmay even agree not to use the GeoPower card deck at all).

Each game is played one round at a time. For each round, whoever has thebest hand in that round wins the round (in some embodiments notdescribed below, whoever has the worst hand wins the round). The playersdecide who deals for the first round. For each round thereafter, theplayer who is the dealer is the player to the left of the dealer for theprior round. The GeoPlunge cards are reshuffled after each round, and insome games (as explained herein) they are also reshuffled during around. The GeoPower cards are also used (but only for tiebreakerpurposes) and they are only reshuffled after all of the GeoPower cardshave been used.

In games in which players use their best six GeoPlunge cards todetermine who has the best hand each round, set forth below is oneembodiment of a listing from best to worst of the hands that a playercan have in those games.

(1) Perfect Series

(2) Small Zone

(3) All Caps

(4) Double Trip Ranks

(5) Same Borders

(6) Border Connect

(7) Group Series

(8) Double Trip Caps

(9) Trip and Pair Ranks

(10) Trip Ranks

(11) Trip Caps

(12) Large Zone

(13) Double Pair Ranks

(14) Pair Ranks

(15) Nothing

Below is a description of each of the above where players are usingtheir best six GeoPlunge cards.

A player has a Perfect Series where the six cards all have successiveranks of Size, all have successive ranks of Statehood, or all havesuccessive ranks of Population (e.g., cards ranking as the 5^(th)through 10^(th) most populated states).

A player has a Small Zone where either (i) all six cards have a purplecolor coded border at the top of the card; or (ii) all six cards have ablue color coded border at the top of the card. (The color coded borderat the top of the GeoPlunge cards is red for eastern time zone states,green for central time zone states, blue for mountain time zone statesand purple for Alaska, Hawaii and pacific time zone states (referred toas the pacific/other time zone for purposes of these games). Forpurposes of playing these games, if a state is located in two timezones, the state is considered to be in, and the color coded borderreflects, the time zone most of the state is located in. (The portion ofthe state not in that time zone is shaded a different color in thestate's picture near the bottom of the card so that the player is awarethat the state is in two time zones, although that will not impact theplaying of these game))

A player has All Caps where the state capitals for all six of the cardsbegin with the same first letter.

A player has Double Trip Ranks where the player has two sets of threecards in which each set of three cards is a Trip Ranks (see below fordescription of Triple Ranks). No card can be used in both sets(although, if the players wish, they can agree to ignore this rule).

A player has Same Borders where (i) the six cards all have the sameborder state (e.g., they all border Tennessee); or (ii) five of thecards are all border states of the sixth card.

A player has a Border Connect where the player has a group of six cardsin which one of the cards (the “first card”) is a border state ofanother card in the group (the “second card”), and the second card isalso a border state of a different card in the group (the “third card”),and the third card is also a border state of a different card in thegroup (the “fourth card”), and the fourth card is also a border state ofa different card in the group (the “fifth card”), and the fifth card isa border state of the final card in the group.

A player has a Group Series where the six cards are (i) all in the “SameRanking Group” for Size, (ii) all in the “Same Ranking Group” forStatehood, or (iii) all in the Same Ranking Group for Population. Sixcards are in the Same Ranking Group for a category (i.e., for Size,Statehood or Population) if (i) they each are ranked in the top ten inthat category (e.g., six cards that are all ranked in the top 10 insize); (ii) they each are ranked in the second ten in that category(i.e., ranked between 11^(th) and 20^(th) in that category): (iii) theyeach are ranked in the middle ten in that category (i.e., ranked between21^(st) and 30^(th) in that category); (iv) they each are ranked in thenext to bottom ten in that category (i.e., ranked between 31^(st) and40^(th) in that category); or (v) they each are ranked in the bottom tenin that category (ranked between 41^(st) and 50^(th) in that category).

A player has Double Trip Caps where the player has two sets of threecards in which each set of three cards is a Trip Caps (see below fordescription of Trip Caps).

A player has Trip and Pair Ranks where a player has three cards that areTrip Ranks (see below for description of Trip Ranks) and another twocards that are Pair Ranks (see below for description of Pair Ranks). Nocard can be used in both sets (although, if the players wish, they canagree to ignore this rule).

A player has Trip Ranks where a player has three cards in which the sizeranking for one card is the same as the statehood ranking for a secondcard, and which are both the same as the population ranking of a thirdcard (e.g. where one card is the 9^(th) ranked state in size, a secondcard is the 9^(th) ranked state in statehood and a third card is the9^(th) ranked state in population.)

A player has Trip Caps where the state capitals for three cards beginwith the same first letter.

A player has a Large Zone where either (i) all six cards have a redcolor coded border at the top of the card; or (ii) all six cards have agreen color coded border at the top of the card.

A player has Double Pair Ranks where two of the player's cards eachshare a common ranking (e.g., they are both 12^(th) in a category, suchas one card is 12^(th) in size, and another card is 12^(th) instatehood), and two of the player's other cards also share a commonranking (e.g., they are both 26^(th) in a category). No card can be usedin both sets (although, if the players wish, they can agree to ignorethis rule).

A player has Pair Ranks where two of the player's cards each share acommon ranking (e.g., they are both 12^(th) in a category, such as onecard is 12^(th) in size, and another card is 12^(th) in statehood).

A player has nothing where a player does not have any of the above.

In games in which players use their 5 best cards (instead of their 6best cards) to determine who has the best hand each round, the exemplaryranking of hands set forth above (which is one embodiment of therankings and types of hands for games in which players are using their 6best cards) apply in the embodiments described below, except that (i) aplayer cannot have Double Trip Ranks or Double Trip Caps where playersare using only their 5 best cards (instead of their 6 best cards); and(ii) all other types of groups in which a player needs to use all 6cards to obtain the hand (i.e., Perfect Series, Small Zone, All Caps,Same Borders, Border Connect, Group Series and Large Zone) where theplayers are using their 6 best cards, apply in a similar fashion to 5cards in games where the players are using their 5 best cards. Forexample, in games where players are using their 5 best cards, a PerfectSeries is where the five cards all have successive ranks of Size, allhave successive ranks of Statehood, or all have successive ranks ofPopulation (e.g., ranking as the 5^(th) through 9^(th) most populatedstates).

In games in which players use their 4 best cards (instead of their 6best cards) to determine who has the best hand each round, the rankingof hands above (which is one embodiment of the rankings and types ofhands for games in which players are using their 6 best cards) apply inthe embodiments described below, except that (i) a player cannot haveDouble Trip Ranks, Double Trip Caps or Trip and Pair Ranks where playersare using only their 4 best cards (instead of their 6 best cards); and(ii) all other types of groups in which a player needs to use all 6cards to obtain the hand (i.e., Perfect Series, Small Zone, All Caps,Same Borders, Border Connect, Group Series and Large Zone) where theplayers are using their 6 best cards, apply in a similar fashion to 4cards in games where the players are using their 4 best cards. Forexample, where players are using their 4 best cards, All Caps is wherethe state capitals for all four of the cards begin with the same firstletter.

Tiebreakers. In any round in which the players with the best hand eachhave the same type of hand (e.g., they each have “All Caps”), after allthe players have shown their cards, under the embodiment of the gamesdescribed below, the dealer turns face up (i.e., shows everyoneincluding himself or herself) the then top card in the GeoPower carddeck, which card is called the Control GeoPower card for that round.(After a Control GeoPower card is used on a round, it should not be usedagain until all of the GeoPower cards have been used in rounds, at whichtime the GeoPower Card deck will be reshuffled). Considering only thecards each player is using to form his or her hand (the “SelectedCards”), which will be either 4, 5 or 6 cards (depending on whether inthe game players are using their best 4 cards, their best 5 cards, ortheir best 6 cards), whichever player has the Selected Card with thehighest relevant ranking wins the hand. For each round in which theControl GeoPower Card says:

-   -   1. Size, whichever player, among the players that have tied for        the best hand, has the Selected Card with the highest size        ranking wins the round, and Alaska has the highest size ranking;    -   2. Statehood, whichever player, among the players that have tied        for the best hand, has the Selected Card with the highest        statehood ranking wins the round, and Delaware has the highest        statehood ranking;    -   3. Population, whichever player, among the players that have        tied for the best hand, has the Selected Card with the highest        population ranking wins the round, and California has the        highest statehood ranking.

Specific Rules for exemplary GeoPoker Games will now be provided ingreater detail. (In other embodiments, the types of hands that a playermay obtain can vary, and the rankings of those hands (whether the sametypes of hands described above or different ones) may also vary, but inall of these games the hands will be comprised of geography-relatedinformation such that a person can be learning geography while playingthese games (which are poker-type games). In fact, in some otherembodiments described below, country cards, such as the GeoPlungecountry cards, are used to form the hands, and the rankings for thesehands (e.g., a Border Connect will refer in those games to bordercountries rather than border states). Also, in other embodiments adifferent number of cards than that described in the exemplary GeoPokergames described below are dealt onto the table, face-down to the player,or face-up to the player, or those cards may be dealt in a differentorder, but in all such games hands will be comprised ofgeography-related information such that a person can be learninggeography while playing these games (which are poker-type games).)

GeoPoker 4 Flip: 2 to 8 Players Playing the Game:

A game is played one round at a time, and there are four phases in eachround.

During the first phase, each player is dealt two GeoPlunge cards facedown (but a player may look at his or her cards), and the next two cardsin the GeoPlunge card deck are laid face up on the table (or otherplaying surface).

During the second phase, the next two cards at that time in theGeoPlunge card deck are laid face up on the table (or other playingsurface) so that there are then four cards laid face up on the table (orother playing surface).

During the third phase, each player still in the round at that time isdealt one more GeoPlunge card face down (but a player may look at his orher cards) so that each player now has 3 GeoPlunge cards.

During the fourth and final phase, the next two cards at that time inthe GeoPlunge deck are laid face up on the table (or other playingsurface) so that there are then six cards laid face up on the table (orother playing surface).

Each player is trying to form the best four card hand for that player,and to do so a player may use any of the cards laid face up on the table(or other playing surface) and any of the cards dealt to that player.

After each phase, each player then still in for the hand announces oneat a time, in clockwise order, whether that player will continue to be“in” for the next phase (or if it is the final phase whether that playerwill be in at the end of the round). After the first phase, the playerto the left of the dealer announces first. After the second phase, theplayer second to the left of the dealer announces first, and so on. If aplayer announces he or she is “out” at any time during a round, suchplayer cannot win that round.

The player who wins the round is the player who has the best hand amongthe players who are still in at the end of the round.

In this game, as well as all of the other GeoPoker Flip games describedbelow, other variations of the game may be played so that the number ofcards dealt to the player and the number of cards dealt onto the table,as well as the order in which those cards are dealt to the player andonto the table (and even the number of phases per round) may vary fromthat described in the exemplary GeoPlunge Flip games described above andbelow (for example in a different embodiment there will be 4 phases inwhich in the first phase the player is dealt two cards face down, in thenext phase three cards are dealt face up on the table and in each of thelast two phases one card is dealt face up onto the table), but what willbe the same in each of these GeoPoker Flip games is that the players areeach trying to form the best hands, which are formed based ongeography-related information, and the players may each use some or allof their own cards (i.e. dealt to that player), and (depending on thevariation) some or all of the cards dealt onto the table.

Scoring:

Where there are 2 or 3 players playing the game, the player who wins theround receives 10 points. Where there are 4 or 5 players playing thegame, the player who wins the round receives 12 points. Where there are6 or more players playing the game, the player who wins the roundreceives 15 points.

Each player who goes out after the first phase of a round receives 4points.

Each player who goes out after the second phase of a round receives 3points.

Each player who goes out after the third phase of a round receives 2points.

Each player who goes out after the fourth phase of a round receives 1point.

A player who stays in through the end of the round, but does not win theround, receives no points.

The first player to reach 50 points wins the game, except that a playermay not win the game on a round in which the player does not win theround. (For GeoPoker Flip games where the scoring is kept as describedabove (as opposed to by using chips or other methods described below),where there is an embodiment that has a different number of rounds, theplayers will agree in advance how many points each player receives whogoes out before the end of the round).

GeoPoker 5 Flip: 2 to 8 Players

All of the scoring rules of GeoPoker 4 Flip Apply. All of the rules ofplaying the game for GeoPoker 4 Flip apply, except that in GeoPoker 5Flip, each player is trying to form the best five card hand for thatplayer.

GeoPoker 6 Flip: 2 to 8 Players

All of the scoring rules of GeoPoker 4 Flip Apply. All of the rules ofplaying the game for GeoPoker 4 Flip apply, except that in GeoPoker 6Flip, each player is trying to form the best six card hand for thatplayer.

GeoPoker 4/6 Flip: 2 to 8 Players Playing the Game:

With respect to playing the game, GeoPoker 4/6 Flip is equivalent toplaying GeoPoker 4 Flip and GeoPoker 6 Flip at the same time. That is,players are trying to form the best four card hand, and the best sixcard hand, during each round.

The player who wins the round for the four card hand (the “Four CardWinner”) is the player who has the best four card hand among the playerswho are still in at the end of the round.

The player who wins the round for the six card hand (the “Six CardWinner”) is the player who has the best six card hand among the playerswho are still in at the end of the round.

Scoring:

Where there are 2 or 3 players playing the game, the player who is theFour Card Winner for the round receives 10 points, and the player who isthe Six Card Winner for the round receives 10 points (if one player winsboth that player receives 20 points). Where there are 4 or 5 playersplaying the game, the player who is the Four Card Winner for the roundreceives 12 points, and the player who is the Six Card Winner for theround receives 12 points (if one player wins both that player receives24 points). Where there are 6 or more players playing the game, theplayer who is the Four Card Winner for the round receives 15 points, andthe player who is the Six Card Winner for the round receives 15 points(if one player wins both that player receives 30 points).

Each player who goes out after the first phase of a round receives 4points.

Each player who goes out after the second phase of a round receives 3points.

Each player who goes out after the third phase of a round receives 2points.

Each player who goes out after the fourth phase of a round receives 1point.

A player who stays in through the end of the round, but is neither theFour Card Winner nor the Six Card Winner for that round receives nopoints.

The first player to reach 50 points wins the game, except that a playermay not win the game on a round in which the player is neither the FourCard Winner or the Six Card Winner for that round.

GeoPoker 4/5 Flip: 2 to 8 Players Playing the Game:

With respect to playing the game, GeoPoker 4/5 Flip is equivalent toplaying GeoPoker 4 Flip and GeoPoker 5 Flip at the same time. That is,players are trying to form the best four card hand, and the best fivecard hand, during each round.

The player who wins the round for the four card hand (the “Four CardWinner”) is the player who has the best four card hand among the playerswho are still in at the end of the round.

The player who wins the round for the five card hand (the “Five CardWinner”) is the player who has the best five card hand among the playerswho are still in at the end of the round.

Scoring:

Where there are 2 or 3 players playing the game, the player who is theFour Card Winner for the round receives 10 points, and the player who isthe Five Card Winner for the round receives 10 points (if one playerwins both that player receives 20 points). Where there are 4 or 5players playing the game, the player who is the Four Card Winner for theround receives 12 points, and the player who is the Five Card Winner forthe round receives 12 points (if one player wins both that playerreceives 24 points). Where there are 6 or more players playing the game,the player who is the Four Card Winner for the round receives 15 points,and the player who is the Five Card winner for the round receives 15points (if one player wins both that player receives 30 points).

Each player who goes out after the first phase of a round receives 4points.

Each player who goes out after the second phase of a round receives 3points.

Each player who goes out after the third phase of a round receives 2points.

Each player who goes out after the fourth phase of a round receives 1point.

A player who stays in through the end of the round, but is neither theFour Card Winner nor the Five Card Winner for that round receives nopoints.

The first player to reach 50 points wins the game, except that a playermay not win the game on a round in which the player is neither the FourCard Winner or the Five Card Winner for that round.

GeoPoker 5/6 Flip: 2 to 8 Players Playing the Game:

With respect to playing the game, GeoPoker 5/6 Flip is equivalent toplaying GeoPoker 5 Flip and GeoPoker 6 Flip at the same time. That is,players are trying to form the best five card hand, and the best sixcard hand, during each round.

The player who wins the round for the five card hand (the “Five CardWinner”) is the player who has the best five card hand among the playerswho are still in at the end of the round.

The player who wins the round for the six card hand (the “Six CardWinner”) is the player who has the best six card hand among the playerswho are still in at the end of the round.

Scoring:

Where there are 2 or 3 players playing the game, the player who is theFive Card Winner for the round receives 10 points, and the player who isthe Six Card Winner for the round receives 10 points (if one player winsboth that player receives 20 points). Where there are 4 or 5 playersplaying the game, the player who is the Five Card Winner for the roundreceives 12 points, and the player who is the Six Card Winner for theround receives 12 points (if one player wins both that player receives24 points). Where there are 6 or more players playing the game, theplayer who is the Five Card Winner for the round receives 15 points, andthe player who is the Six Card Winner for the round receives 15 points(if one player wins both that player receives 30 points).

Each player who goes out after the first phase of a round receives 4points.

Each player who goes out after the second phase of a round receives 3points.

Each player who goes out after the third phase of a round receives 2points.

Each player who goes out after the fourth phase of a round receives 1point.

A player who stays in through the end of the round, but is neither theFive Card Winner nor the Six Card Winner for that round receives nopoints.

The first player to reach 50 points wins the game, except that a playermay not win the game on a round in which the player is neither the FiveCard Winner or the Six Card Winner for that round.

GeoPoker 4 Swap: 2 to 8 Players Playing the Game:

A game is played one round at a time, and there are two phases in eachround.

During the first phase, the players are dealt six GeoPlunge cards eachface down (but a player may look at his or her cards).

During the second phase, each player who is still in the round may swapup to 4 of his or her cards for an equal number of replacement cardsdealt from the remaining cards in the deck. However, if there are morethan 5 players playing in the game, the cards discarded by each playerare mixed in with the remaining cards in the deck and reshuffled alongwith those remaining cards before the dealer deals each player his orher replacement cards. The dealer deals the replacement cards to theplayers in clockwise order, starting with the player to the immediateleft of the dealer, and each player receives all of his or herreplacement cards before the next player to receive such cards receivesany of his or her replacement cards.

Each player is trying to form the best four card hand for that playerusing four of the six cards in that player's hand, after receiving anyreplacement cards.

After each phase, beginning with the player to the left of the dealer,the players announce one at a time whether they will continue to be “in”for the next round (or if it is the final phase whether that player willbe in at the end of the round). If a player announces he or she is ‘but”at any time during a round, such player cannot win that round.

The player who wins the round is the player who has the best hand amongthe players who are still in at the end of the round.

In this game, as well as all of the other GeoPoker Swap games describedbelow, other variations of the game may be played so that the number ofcards dealt to the player and the number of cards that the player ispermitted to discard (in order to receive replacement cards) may varyfrom that described in the exemplary GeoPoker Swap games described aboveand below (for example in a different embodiment there will be 5 cardsinitially dealt to each player and each player may discard any or all ofthose cards in order to receive a like number of replacement cards), butwhat will be the same in each of these GeoPoker Swap games is that theplayers are each trying to form the best hands, which are formed basedon geography-related information, after being dealt a certain number ofGeoPlunge cards and having an opportunity to discard a certain number ofthose cards and replace them with a like number.

Scoring:

Where there are 2 or 3 players playing the game, the player who wins theround receives 10 points. Where there are 4 or 5 players playing thegame, the player who wins the round receives 12 points. Where there are6 or more players playing the game, the player who wins the roundreceives 15 points.

Each player who goes out after the first phase of a round receives 4points.

Each player who goes out after the second phase of a round receives 2points.

A player who stays in through the end of the round, but does not win theround, receives no points.

The first player to reach 50 points wins the game, except that a playermay not win the game on a round in which the player does not win theround.

GeoPoker 5 Swap: 2 to 8 Players

All of the scoring rules of GeoPoker 4 Swap Apply. All of the rules ofplaying the game for GeoPoker 4 Swap apply, except that in GeoPoker 5Swap, each player is trying to form the best five card hand for thatplayer.

GeoPoker 6 Swap: 2 to 8 Players

All of the scoring rules of GeoPoker 4 Swap Apply. All of the rules ofplaying the game for GeoPoker 4 Swap apply, except that in GeoPoker 6Swap, each player is trying to form the best six card hand for thatplayer.

GeoPoker 4/6 Swap: 2 to 8 Players Playing the Game:

With respect to playing the game, GeoPoker 4/6 Swap is equivalent toplaying GeoPoker 4 Swap and GeoPoker 6 Swap at the same time. That is,players are trying to form the best four card hand, and the best sixcard hand, during each round.

The player who wins the round for the four card hand (the “Four CardWinner”) is the player who has the best four card hand among the playerswho are still in at the end of the round.

The player who wins the round for the six card hand (the “Six CardWinner”) is the player who has the best six card hand among the playerswho are still in at the end of the round.

Scoring:

Where there are 2 or 3 players playing the game, the player who is theFour Card Winner for the round receives 10 points, and the player who isthe Six Card Winner for the round receives 10 points (if one player winsboth that player receives 20 points). Where there are 4 or 5 playersplaying the game, the player who is the Four Card Winner for the roundreceives 12 points, and the player who is the Six Card winner for theround receives 12 points (if one player wins both that player receives24 points). Where there are 6 or more players playing the game, theplayer who is the Four Card Winner for the round receives 15 points, andthe player who is the Six Card Winner for the round receives 15 points(if one player wins both that player receives 30 points).

Each player who goes out after the first phase receives 4 points.

Each player who goes out after the second phase receives 2 points.

A player who stays in through the end of the round, but is neither theFour Card Winner nor the Six Card Winner for that round receives nopoints.

The first player to reach 50 points wins the game, except that a playermay not win the game on a round in which the player is neither the FourCard Winner or the Six Card Winner for that round.

GeoPoker 4/5 Swap: 2 to 8 Players Playing the Game:

With respect to playing the game, GeoPoker 4/5 Swap is equivalent toplaying GeoPoker 4 Swap and GeoPoker 5 Swap at the same time. That is,players are trying to form the best four card hand, and the best fivecard hand, during each round.

The player who wins the round for the four card hand (the “Four CardWinner”) is the player who has the best four card hand among the playerswho are still in at the end of the round.

The player who wins the round for the five card hand (the “Five CardWinner”) is the player who has the best five card hand among the playerswho are still in at the end of the round.

Scoring:

Where there are 2 or 3 players playing the game, the player who is theFour Card Winner for the round receives 10 points, and the player who isthe Five Card Winner for the round receives 10 points (if one playerwins both that player receives 20 points). Where there are 4 or 5players playing the game, the player who is the Four Card Winner for theround receives 12 points, and the player who is the Five Card Winner forthe round receives 12 points (if one player wins both that playerreceives 24 points). Where there are 6 or more players playing the game,the player who is the Four Card Winner for the round receives 15 points,and the player who is the Five Card Winner for the round receives 15points (if one player wins both that player receives 30 points).

Each player who goes out after the first phase receives 4 points.

Each player who goes out after the second phase receives 2 points.

A player who stays in through the end of the round, but is neither theFour Card Winner nor the Five Card Winner for that round receives nopoints.

The first player to reach 50 points wins the game, except that a playermay not win the game on a round in which the player is neither the FourCard Winner or the Five Card Winner for that round.

GeoPoker 5/6 Swap: 2 to 8 Players Playing the Game:

With respect to playing the game, GeoPoker 5/6 Swap is equivalent toplaying GeoPoker 5 Swap and GeoPoker 6 Swap at the same time. That is,players are trying to form the best five card hand, and the best sixcard hand, during each round.

The player who wins the round for the five card hand (the “Five CardWinner”) is the player who has the best five card hand among the playerswho are still in at the end of the round.

The player who wins the round for the six card hand (the “Six CardWinner”) is the player who has the best six card hand among the playerswho are still in at the end of the round.

Scoring:

Where there are 2 or 3 players playing the game, the player who is theFive Card Winner for the round receives 10 points, and the player who isthe Six Card Winner for the round receives 10 points (if one player winsboth that player receives 20 points). Where there are 4 or 5 playersplaying the game, the player who is the Five Card Winner for the roundreceives 12 points, and the player who is the Six Card winner for theround receives 12 points (if one player wins both that player receives24 points). Where there are 6 or more players playing the game, theplayer who is the Five Card Winner for the round receives 15 points, andthe player who is the Six Card Winner for the round receives 15 points(if one player wins both that player receives 30 points).

Each player who goes out after the first phase receives 4 points.

Each player who goes out after the second phase receives 2 points.

A player who stays in through the end of the round, but is neither theFive Card Winner nor the Six Card Winner for that round receives nopoints.

The first player to reach 50 points wins the game, except that a playermay not win the game on a round in which the player is neither the FiveCard Winner or the Six Card Winner for that round.

All of the GeoPoker Swap games can also be played with only one player(and any of the scoring principles of GeoPoker Swap games may apply) andin such games whether a player wins (and how many points that playerreceives or loses) in each round depends on what hand that playerobtains (for example, in one embodiment the player may need to obtainTrip Ranks to win the round, and if the player obtains better than TripRanks, the player receives even more points).

GeoPoker 4 Up Down: 2 to 6 Players Playing the Game:

A game is played one round at a time, and there are four phases in eachround.

During the first phase, the players are dealt two GeoPlunge cards eachface down (but a player may look at his or her cards), and the playersare then each dealt two cards face-up.

During the second phase, each player still in the round is dealt twomore GeoPlunge cards each face up so that each player then remaining inthe round now has six GeoPlunge cards (two face down and four face up).

During the third phase, each player still in the round at that time isdealt one more GeoPlunge card face up so that each player then remainingin the round now has 7 GeoPlunge cards.

During the fourth and final phase, each player still in the round atthat time is dealt one more GeoPlunge card face down (but a player maylook at his or her cards) so that each player then remaining in theround now has 8 GeoPlunge cards (three face down and five face up).

Each player is trying to form the best four card hand for that player,using no more than 4 of the eight cards dealt to the player.

After each phase, each player then still in for the hand announces oneat a time, in clockwise order, whether that player will continue to be“in” for the next phase (or if it is the final phase whether that playerwill be in at the end of the round). After the first phase, the playerto the left of the dealer announces first. After the second phase, theplayer second to the left of the dealer announces first, and so on. If aplayer announces he or she is “out” at any time during a round, suchplayer cannot win that round.

The player who wins the round is the player who has the best hand amongthe players who are still in at the end of the round.

In this game, as well as all of the other GeoPoker Up Down gamesdescribed below, other variations of the game may be played so that thenumber of cards dealt face up to the player and the number of cardsdealt face down to the player, as well as the order in which those cardsare dealt to the player face up and face down (and even the number ofphases per round) may vary from that described in the exemplary GeoPowerUp and Down games described above and below (for example in a differentembodiment there will be 5 phases in which in the first phase eachplayer is dealt two cards face down and one card face up, in the nextthree phases each player will be dealt one card face up each time, andin the last phase each player is dealt one card face down), but whatwill be the same in each of these GeoPoker Up Down games is that theplayers are each trying to form the best hands, which are formed basedon geography-related information, and the players may each use some orall of their own cards dealt face up and face down.

Scoring:

Where there are 2 or 3 players playing the game, the player who wins theround receives 10 points. Where there are 4 or 5 players playing thegame, the player who wins the round receives 12 points. Where there are6 players playing the game, the player who wins the round receives 15points.

Each player who goes out after the first phase of a round receives 4points.

Each player who goes out after the second phase of a round receives 3points.

Each player who goes out after the third phase of a round receives 2points.

Each player who goes out after the fourth phase of a round receives 1point.

A player who stays in through the end of the round, but does not win theround, receives no points.

The first player to reach 50 points wins the game, except that a playermay not win the game on a round in which the player does not win theround.

(For GeoPoker Flip games where the scoring is kept as described above(as opposed to by using chips or other methods described below), wherethere is an embodiment that has a different number of rounds, theplayers will agree in advance how many points each player receives whogoes out before the end of the round.)

GeoPoker 5 Up Down: 2 to 6 Players

All of the scoring rules of GeoPoker 4 Up Down Apply. All of the rulesof playing the game for GeoPoker 4 Up Down apply, except that inGeoPoker 5 Up Down, each player is trying to form the best five cardhand for that player.

GeoPoker 6 Up Down: 2 to 6 Players

All of the scoring rules of GeoPoker 4 Up Down Apply. All of the rulesof playing the game for GeoPoker 4 Up Down apply, except that inGeoPoker 6 Up Down, each player is trying to form the best six card handfor that player.

GeoPoker 4/6 Up Down: 2 to 6 Players Playing the Game:

With respect to playing the game, GeoPoker 4/6 Up Down is equivalent toplaying GeoPoker 4 Up Down and GeoPoker 6 Up Down at the same time. Thatis, players are trying to form the best four card hand, and the best sixcard hand, during each round.

The player who wins the round for the four card hand (the “Four CardWinner”) is the player who has the best four card hand among the playerswho are still in at the end of the round.

The player who wins the round for the six card hand (the “Six CardWinner”) is the player who has the best six card hand among the playerswho are still in at the end of the round.

Scoring:

Where there are 2 or 3 players playing the game, the player who is theFour Card Winner for the round receives 10 points, and the player who isthe Six Card Winner for the round receives 10 points (if one player winsboth that player receives 20 points). Where there are 4 or 5 playersplaying the game, the player who is the Four Card Winner for the roundreceives 12 points, and the player who is the Six Card Winner for theround receives 12 points (if one player wins both that player receives24 points). Where there are 6 players playing the game, the player whois the Four Card Winner for the round receives 15 points, and the playerwho is the Six Card Winner for the round receives 15 points (if oneplayer wins both that player receives 30 points).

Each player who goes out after the first phase of a round receives 4points.

Each player who goes out after the second phase of a round receives 3points.

Each player who goes out after the third phase of a round receives 2points.

Each player ho goes out after the fourth phase of a round receives 1point.

A player who stays in through the end of the round, but is neither theFour Card Winner nor the Six Card Winner for that round receives nopoints.

The first player to reach 50 points wins the game, except that a playermay not win the game on a round in which the player is neither the FourCard Winner or the Six Card Winner for that round.

GeoPoker 4/5 Up Down: 2 to 6 Players Playing the Game:

With respect to playing the game, GeoPoker 4/5 Up Down is equivalent toplaying GeoPoker 4 Up Down and GeoPoker 5 Up Down at the same time. Thatis, players are trying to form the best four card hand, and the bestfive card hand, during each round.

The player who wins the round for the four card hand (the “Four CardWinner”) is the player who has the best four card hand among the playerswho are still in at the end of the round.

The player who wins the round for the five card hand (the “Five CardWinner”) is the player who has the best five card hand among the playerswho are still in at the end of the round.

Scoring:

Where there are 2 or 3 players playing the game, the player who is theFour Card Winner for the round receives 10 points, and the player who isthe Five Card Winner for the round receives 10 points (if one playerwins both that player receives 20 points). Where there are 4 or 5players playing the game, the player who is the Four Card Winner for theround receives 12 points, and the player who is the Five Card winner forthe round receives 12 points (if one player wins both that playerreceives 24 points). Where there are 6 players playing the game, theplayer who is the Four Card Winner for the round receives 15 points, andthe player who is the Five Card Winner for the round receives 15 points(if one player wins both that player receives 30 points).

Each player who goes out after the first phase of a round receives 4points.

Each player who goes out after the second phase of a round receives 3points.

Each player who goes out after the third phase of a round receives 2points.

Each player who goes out after the fourth phase of a round receives 1point.

A player who stays in through the end of the round, but is neither theFour Card Winner nor the Five Card Winner for that round receives nopoints.

The first player to reach 50 points wins the game, except that a playermay not win the game on a round in which the player is neither the FourCard Winner or the Five Card Winner for that round.

GeoPoker 5/6 Up Down: 2 to 6 Players Playing the Game:

With respect to playing the game, GeoPoker 5/6 Up Down is equivalent toplaying GeoPoker 5 Up Down and GeoPoker 6 Up Down at the same time. Thatis, players are trying to form the best four card hand, and the best sixcard hand, during each round.

The player who wins the round for the five card hand (the “Five CardWinner”) is the player who has the best five card hand among the playerswho are still in at the end of the round.

The player who wins the round for the six card hand (the “Six CardWinner”) is the player who has the best six card hand among the playerswho are still in at the end of the round.

Scoring:

Where there are 2 or 3 players playing the game, the player who is theFive Card Winner for the round receives 10 points, and the player who isthe Six Card Winner for the round receives 10 points (if one player winsboth that player receives 20 points). Where there are 4 or 5 playersplaying the game, the player who is the Five Card Winner for the roundreceives 12 points, and the player who is the Six Card Winner for theround receives 12 points (if one player wins both that player receives24 points). Where there are 6 or more players playing the game, theplayer who is the Five Card Winner for the round receives 15 points, andthe player who is the Six Card Winner for the round receives 15 points(if one player wins both that player receives 30 points).

Each player who goes out after the first phase of a round receives 4points.

Each player who goes out after the second phase of a round receives 3points.

Each player who goes out after the third phase of a round receives 2points.

Each player who goes out after the fourth phase of a round receives 1point.

A player who stays in through the end of the round, but is neither theFive Card Winner nor the Six Card Winner for that round receives nopoints.

The first player to reach 50 points wins the game, except that a playermay not win the game on a round in which the player is neither the FiveCard Winner or the Six Card Winner for that round.

Note: For each GeoPoker game, including the exemplary games describedabove, the games may also be played with each player starting with thesame number (which number is determined by the players) of points (orchips or other tangible items). In that event, the winner of the roundreceives all of the points (or chips or tangible items) risked on thatround (and to stay in on a round, a person must risk as many points (orchips or other tangible items) as any other person places in during anyphase of that round) if the person has a sufficient number of points orchips or other tangible items (otherwise that person may stay in byplacing all they have left in, and if they lose they are eliminated). Ifthere are co-winners for a round, each co-winner receives an equal shareof the points (or chips or other tangible items) risked in that round.Under these scenarios, the games may end at a predetermined time (withthe winner being the person at that time with the most points, chips orother tangible items) or the games may end when one player has all ofthe points (or chips or other tangible items). Alternatively, theplayers may also keep score during GeoPoker games by simply awarding thewinner of each round a certain number of points (e.g., 10 points, andwhere there are co-winners they each receive a certain number of points,e.g., 10 points, and if one player wins both ways in a game that has twowinning hands, such player receives a certain number of points, e.g., 20points) and all other players receive no points for that round. Underthat scenario, the first player to reach a predetermined number ofpoints (e.g., 50) wins the game.

FIG. 15 presents a flow diagram of play of an exemplary GeoPlunge PokerGame, in accordance with an embodiment of the present invention. Asshown in FIG. 15, hands of GeoPlunge cards are dealt or assigned to eachplayer 150. In some games, players may discard some or all of theircards dealt and receive new cards 151. In some games, players mayreceive more cards than they need to use 152. In some games, cards maybe placed on that board that each player may use in addition to thecards dealt to each player 153.

In some games, players may make wagers, such as chips or points, as towho will win the hand (and in some games, there may be multiple winnerssuch as best 4 card hand and best 6 card hand). In other games playerswin points if they win the hand and win less points if they go out early(and no points if they stay in to end and lose hand) 154. To determinewho has the best hand, a priority listing is consulted 155. The prioritylisting indicates which hands beat other hands. Types of hands that canbe obtained in a game include, for example, where 4 cards are used, inone embodiment such hands as Perfect Series, Small Zone, All Caps, SameBorders, Border Connect, Trip Ranks, Trip Caps, Group Series, LargeZone, Double Pair Ranks and Pair Ranks. (Similar types of hands, as wellas other hands, can be obtained where more cards are used, andregardless of how many cards are used, different types of hands can alsobe obtained in other embodiments so long as the hands are all based ongeography-related information.) The game continues until one playerreaches a predetermined goal, such as a point or chip goal 156.

GeoPlunge Flux Games General Rules that Apply to all GeoPlunge FluxGames

There are many variations of GeoPlunge Flux games, including thefollowing four exemplary variations: GeoPlunge Basic Flux, GeoPlungeZone Flux, GeoPlunge Super Flux, and GeoPlunge Super Zone Flux. Both theGeoPlunge cards and the GeoPower cards are used in these games. Bothdecks are reshuffled after every hand.

Each GeoPlunge Flux game may be played with anywhere from 2 to 6players. If there are 4 or 6 players, they may each play individually orin two (or three) teams of 2 players each (if the game is played withteams, teammates should sit across from each other, not next to eachother).

If there are 2, 3, or 4 players, each hand each player is dealt 9GeoPlunge cards and 3 GeoPower cards. If there are 5 or 6 players, eachhand each player is dealt 8 GeoPlunge cards and 2 GeoPower cards.

Where there are 2, 3, or 4 players, there are 9 tricks played during thehand. If there are 5 or 6 players, 8 tricks are played during each hand.A trick consists of each player, in clockwise order, one at a time,playing (i.e., placing onto the table or other playing surface) one ofhis or her GeoPlunge cards. (During a hand, a player cannot play anyGeoPlunge card he or she has already played on a prior trick in thathand.)

To determine who is the dealer for the first hand, each player, withoutlooking, draws a card from the GeoPlunge card deck and whoever draws thehighest ranking statehood card among the cards drawn (Delaware has thehighest statehood ranking) is the dealer. Thereafter, whoever wins theprior hand (i.e., gets the most points in a hand) is the dealer for thenext hand, and if it is a tie for most points, then the dealer for theprior hand deals again.

For each hand, on the first trick the dealer is the first person to playa GeoPlunge card (this is called leading). Thereafter, whoever wins atrick leads on the next trick.

Other embodiments of these games will permit different numbers ofGeoPlunge and GeoPower cards to be dealt to, and played by, players,than described in the exemplary games below, and in some otherembodiments country cards, such as the GeoPlunge country cards, will beused and in those embodiments the rankings will be based on informationregarding size, independence, population, time zone or life expectancy.)

GeoPlunge Basic Flux—2 to 6 Players Playing the Game:

On the first trick of each hand, the dealer must play one of his or herGeoPower cards at the same time the dealer leads one of his or herGeoPlunge cards.

Thereafter, during any trick of the hand (including the first trick),any player may, if the player so wishes, at the same time he or sheplays a GeoPlunge card, throw one of the GeoPower cards in his or herhand. A player can only play a GeoPower card at the same time he or shethrows a GeoPlunge card, and once a player plays a GeoPower card thatcard is taken out of the player's hand and cannot be played again by theplayer during that hand. (Therefore, as to each player, on most of thetricks during the hand the player will not play a GeoPower card since aplayer is dealt far fewer GeoPower cards than there are tricks in ahand).

For each trick, one of the GeoPower cards will be considered the“Control GeoPower Card” for that trick. For each trick in which one ormore players play a GeoPower card, the Control GeoPower Card for thattrick is the last GeoPower Card played on the trick. For each trick inwhich no GeoPower cards are played, the Control GeoPower Card iswhatever the Control GeoPower Card was for the immediately precedingtrick.

For each trick, whoever plays the higher (or highest, if there are threeor more players) ranking GeoPlunge card played on that trick wins thetrick. For each trick, the Control GeoPower Card for that trickdetermines how to rank the GeoPlunge cards played on that trick.

For each trick in which the Control GeoPower Card for that trick says:

-   -   1. Size, the GeoPlunge cards for that trick are ranked based on        the size of the state, with Alaska as the highest ranking card;    -   2. Statehood, the GeoPlunge cards for that trick are ranked        based on their date of entry into the union, with Delaware as        the highest ranking card; or    -   3. Population, the GeoPlunge cards for that trick are ranked        based on the population of the state, with California as the        highest ranking card.

Scoring:

The player who wins the most tricks each hand gets 8 points. If it is atie, the player who took the last trick among the tied players gets the8 points.

For each hand, the player who wins the fifth trick in the hand gets 4points.

For each hand, the player who wins the next to last trick in the handgets 4 points.

For each hand, the player who wins the trick that includes the highestranking GeoPlunge card played during the entire hand, with rankingsbased on whatever the Control GeoPlunge Card is for the last trick ofthe hand, wins 4 points.

If the game is played with two or three teams of 2 players each, thescoring is the same as above, except that it applies to the team ratherthan the individual. For example, whichever team wins the most trickswins the hand and gets 8 points. The tricks won by a team equals the sumof the tricks won by each player on the team.

The first player/team to reach 50 points wins the game.

GeoPlunge Zone Flux—2 to 6 Players

All of the scoring rules for GeoPlunge Basic Flux apply, and all of theother rules in GeoPlunge Basic Flux apply, except as follows.

Playing the Game:

In GeoPlunge Zone Flux, for each trick, the person who plays the highestranking GeoPlunge card in the Zone (i.e., time zone) of the card that isled wins the trick. (The Zone of each GeoPlunge card is determined bythe color of the border at the top of the card).

Just like in GeoPlunge Basic Flux, for each trick, the player who leadson that trick can play any GeoPlunge card then remaining in his or herhand. However, in GeoPlunge Zone Flux, for each trick, each player whodoes not lead on that trick must, if possible, play a GeoPlunge cardfrom his or her hand that is in the same Zone as the card led. If aplayer does not have a GeoPlunge card remaining in his or her hand thatis in the same Zone as the card led, the player may play any GeoPlungecard then remaining in his or her hand.

GeoPlunge Super Flux—2 to 6 Players

All of the scoring rules for GeoPlunge Basic Flux apply, and all of theother rules in GeoPlunge Basic Flux apply, except as follows.

Playing the Game:

In GeoPlunge Basic Flux, a single player cannot play two GeoPower cardson the same trick. In GeoPlunge Super Flux, a player can play twoGeoPower cards on the same trick (which would both be played at the sametime as the player plays his or her GeoPlunge card for that trick), butonly if both GeoPower cards say the same ranking (i.e., both say Size,both say Statehood, or both say Population). These are called DuplicateGeoPower Cards.

If a player, during a trick, plays a GeoPlunge card that has a top tenranking at the time the card is played, as determined by the thencurrent Control GeoPower Card, on that same trick a subsequent playercannot play a GeoPower Card unless that subsequent player playsDuplicate GeoPower Cards. (For example, if a player plays Montana, whichis ranked 4^(th) in size, at a time that the then current ControlGeoPower Card says Size, another player during that same trick cannotplay a GeoPower card that says Statehood or Population unless the otherplayer plays Duplicate GeoPower Cards).

If a player, during a trick, plays Duplicate GeoPower Cards, no otherplayer may play a GeoPower card thereafter during that trick.

If two players play GeoPower cards during a trick, no other player mayplay a GeoPower card during that trick.

GeoPlunge Super Zone Flux—2 to 6 Players

All of the scoring rules for GeoPlunge Super Flux apply, and all of theother rules in GeoPlunge Super Flux apply, except as follows.

Playing the Game:

In GeoPlunge Super Zone Flux, for each trick, the person who plays thehighest ranking GeoPlunge card in the Zone (i.e., time zone) of the cardthat is led wins the trick. (The Zone of each GeoPlunge card isdetermined by the color of the border at the top of the card).

Just like in GeoPlunge Super Flux, for each trick, the player who leadson that trick can play any GeoPlunge card then remaining in his or herhand. However, in GeoPlunge Super Zone Flux, for each trick, each playerwho does not lead on that trick must, if possible, play a GeoPlunge cardfrom his or her hand that is in the same Zone as the card led. If aplayer does not have a GeoPlunge card remaining in his or her hand thatis in the same Zone as the GeoPlunge card led, the player may play anycard then remaining in his or her hand.

FIG. 16 presents a flow diagram of play of an exemplary GeoPlunge FluxGame, in accordance with an embodiment of the present invention. Asshown in FIG. 16, hands of GeoPlunge cards are dealt or assigned to eachplayer 160. Each player is also dealt a certain number of GeoPower cards161. The Players in turn play GeoPlunge cards, one per player per trick162. A player may also play GeoPower cards while it is that player'sturn to play a GeoPlunge card 163. With limited exceptions, the mostrecent GeoPower card played determines the GeoPlunge card priority for atrick. The highest ranking GeoPlunge card played on a trick wins thattrick (although in some games, it is the highest ranking card played ona trick that is in the same time zone as the first card played on atrick that wins the trick).

Play continues until all of the tricks are won 164. Scoring isdetermined by tricks won by each player during a hand 165. The gamecontinues until one player/team reaches a predetermined goal, such as apoint total 166.

GeoPlunge Junior Solo Games

There are three GeoPlunge Solo games: GeoPlunge Junior Solo Time Zonegroups, GeoPlunge Junior Single Solo Power, and GeoPlunge Junior TimeZone Match. These games are played with 1 player.

GeoPlunge Junior Solo Time Zone Groups—1 Player Playing the Game:

Only the GeoPlunge cards are used in this game. The GeoPlunge cards areshuffled before the game begins.

The game consists of two hands, played one hand at a time. In the firsthand, the top 25 GeoPlunge cards in the deck are used, and in the secondhand the remaining 25 GeoPlunge cards in the deck are used. TheGeoPlunge cards are not reshuffled between each hand.

During each hand, the player tries to form five “Time Zone Groups.”

Each Time Zone Group must consist of 4 cards where each state in thegroup has the same color coded border at the top of the card (i.e., foreach group, each state in that group must have color coded borders atthe top of the card that all are red, or that all are green, or that areall are blue, or that all are purple).

The color coded border at the top of the GeoPlunge cards is red foreastern time zone states, green for central time zone states, blue formountain time zone states and purple for Alaska, Hawaii and pacific timezone states (referred to as the pacific/other time zone for purposes ofthis game). For purposes of playing this game, if a state is located intwo time zones, the state is considered to be in, and the color codedborder reflects, the time zone most of the state is located in. (Theportion of the state not in that time zone is shaded a different colorin the state's picture near the bottom of the card so that the player isaware that the state is in two time zones, although that will not impactthe playing of the game).

Each hand the player must place exactly 5 cards into the Discard Group,which are the cards that he or she does not want to try to place into aTime Zone Group.

During each hand, the player will be creating six piles on the playingsurface, with the pile furthest to the player's right being the DiscardGroup (and the player is hoping that each of the other five piles willbecome complete Time Zone Groups).

During the play of the game, the player turns face-up (i.e., looks at)one GeoPlunge card at a time, which card turned face-up is always thethen top card in the deck.

The player does not turn the next GeoPlunge card face-up until theplayer plays (i.e., places into a pile) the GeoPlunge card he or she hasjust turned face-up. A player may not place more than 4 cards in any onepile during a hand, except that a player may place 5 cards in the pilethat is the Discard Group. Once the player places a GeoPlunge card in apile (which the player must do before turning the next GeoPlunge cardface-up), the player cannot change which pile the player has placed thecard.

Therefore, once the player places a card into one of the five piles thatthe player hopes will each become Time Zone Groups by the end of thehand, the player cannot move that card to a different one of those fivepiles nor can the player move that card into the Discard Group.Similarly, once a player places a card into the Discard Group, theplayer cannot move that card into one of the other piles that the playerhopes will become one of the Time Zone Groups.

The hand ends when all 25 cards in the hand have been played.

Scoring:

A player wins a hand if the player has created 5 Time Zone Groups offour cards each during the hand, and at least one of the Time ZoneGroups is a group of four cards that all have blue color coded bordersat the top of the card, or a group of four cards that all have purplecolor coded borders at the top of the card.

A player wins the game if the player wins either hand during the game. Aplayer obtains the “Ultimate Win” if the player wins both hands duringthe game.

(Note: In other embodiments of this game, a different number of groupsare created, a different number of cards are place in each group, or thecards used are country cards (such as GeoPlunge country cards) in whichinstance the groups will be based on continents and not time zones.)

GeoPlunge Junior Single Solo Power—1 Player Playing the Game:

Both the GeoPlunge cards and the GeoPower cards are used in this game.

To play the game, a player plays 5 hands, one hand at a time. TheGeoPlunge cards are not reshuffled between hands. The GeoPower cards arereshuffled after the second and fourth hands only.

For each hand, the player deals five GeoPlunge cards onto the table orother playing surface and five GeoPlunge cards to himself or herself,but the player initially does not look at any of the GeoPlunge cardsdealt, except the top card dealt to the player and the top card dealtonto the table or other playing surface.

There are five tricks in each hand. As explained further below, eachtrick involves the playing of two GeoPlunge cards. One of the GeoPlungecards played during a trick is the then top card of the cards not yetplayed that were dealt to the player for that hand (the “Next PlayerCard”). The other GeoPlunge card played during a trick is the then topcard of the cards not yet played that were dealt onto the table or otherplaying surface for that hand (the “Next Table Card”). After GeoPlungecards are played on a trick, they are not used for the remainder of thegame.

For each trick, the player turns face up (i.e., looks at) the NextPlayer Card (the player cannot, at this time, look at any of theplayer's other cards that have not yet been played). The player thenturns face up (i.e., looks at) the Next Table Card (the player cannot,at this time, look at any of the other cards that have been dealt ontothe table or other playing surface that have not yet been played).

After looking at the Next Player Card and the Next Table Card, theplayer decides whether to exchange the Next Player Card for the NextTable Card.

If the player decides not to do an exchange (i.e., decides to keep theNext Player Card), that card becomes the “Selected Card” for that trick,and the Next Table Card becomes the “Unselected Card” for that trick.

If the player decides to do an exchange for the trick (i.e., decides toexchange the Next Player Card for the Next Table Card), the Next TableCard becomes the Selected Card for that trick, and the Next Player Cardbecomes the “Unselected Card” for that trick.

For each trick, once the player decides whether to do the exchange, theplayer should turn face up the then top card in the GeoPower card deck,which card is called the Control GeoPower card for that trick. (After aControl GeoPower card is used on a trick, it is placed at the bottom ofthe GeoPower card deck.)

For each trick in which the Control GeoPower Card says:

-   -   1. Size, the two GeoPlunge cards played on that trick (i.e., the        Selected Card and the Unselected Card for that trick) are ranked        based on the size of the state, with Alaska as the highest        ranking card;    -   2. Statehood, the two GeoPlunge cards played on that trick are        ranked based on their date of entry into the union, with        Delaware as the highest ranking card; or    -   3. Population, the two GeoPlunge cards played on that trick are        ranked based on the population of the state, with California as        the highest ranking card.

For each trick in which the Selected Card has a higher ranking than theUnselected Card, the player wins the trick.

For each trick in which the Unselected Card has a higher ranking thanthe Selected Card, the player loses the trick.

Scoring:

For each hand in which the player wins all 5 of the tricks, the playerreceives 15 points.

For each hand in which the player wins 4 of the tricks, the playerreceives 10 points.

The player must have at least 50 points at the end of the game to win.

If a player has at least 60 points at the end of the game, a playerobtains a “Super Win.”

If a player has 75 points at the end of the game, that player obtainsthe “Ultimate Win.”

(Note: In other embodiments of this game, a different number of cardsmay be played or dealt, or the cards used are country cards (such asGeoPlunge country cards), in which instance the rankings may be based onsize, independence, population, time zone and life expectancy).

GeoPlunge Junior Time Zone Match—1 Player Playing the Game:

Only the GeoPlunge cards are used in this game. They are shuffled beforethe game begins.

To play the game, a player plays 4 hands, one hand at a time. TheGeoPlunge cards are not reshuffled between hands.

The cards dealt to the player each hand will be referred to as the“Player Cards” and the cards dealt onto the table (or other playingsurface) each hand will be referred to as the “Table Cards.”

For each of the first three hands, the player deals 5 Table Cards and 7Player Cards. For the fourth and final hand the player once again deals5 Table Cards. This time, however, the player deals the remainingGeoPlunge cards in the deck (i.e., 9 GeoPlunge cards) to the player.Therefore, for the last hand there are 5 Table Cards and 9 Player Cards.

After the player deals out the cards for a hand, the player may look atall of the Player Cards for that hand. The player may not look at theTable Cards for a hand at that time.

For each hand, 5 tricks are played during the hand.

On each trick, the player turns face up (i.e., looks at) the then topcard on the table (or other playing surface) out of the remaining (i.e.,yet to be played) Table Cards dealt on that hand (the “Then Top TableCard”). A player may not turn face up a Table Card during a hand untilit is time to play that Table Card (i.e., until it becomes the then topcard dealt to the table or other playing surface that has yet to beplayed on that hand). Once a Table Card is played during a hand, it isnot used again during the game.

For each trick, after the player turns face up the Then Top Table Card,the player determines whether he or she can discard any of his or her“Active Player Cards.” Active Player Cards are all Player Cards thathave already been dealt to the player that have not been discarded on anearlier trick either in that hand or an earlier hand.

If none of the Active Player Cards have the same color coded border atthe top of the card as the color coded border at the top of the Then TopTable Card state played during a trick, the player cannot discard anyActive Player Cards on that trick. (The color coded border at the top ofthe GeoPlunge cards is red for eastern time zone states, green forcentral time zone states, blue for mountain time zone states and purplefor Alaska, Hawaii and pacific time zone states (referred to as thepacific/other time zone for purposes of this game). For purposes ofplaying this game, if a state is located in two time zones, the state isconsidered to be in, and the color coded border reflects, the time zonemost of the state is located in. (The portion of the state not in thattime zone is shaded a different color in the state's picture near thebottom of the card so that the player is aware that the state is in twotime zones, although that will not impact the playing of the game)).

If during a trick exactly one of the Active Player Cards has the samecolor coded border at the top of the card as the color coded border atthe top of the Then Top Table Card state played during a trick (a “TimeZone Matching Card”), the player can discard only the Time Zone MatchingCard on that trick.

If exactly two of the Active Player Cards are Time Zone Matching Cardsfor a trick, on that trick the player can discard both of the Time ZoneMatching Cards as well as one other Active Player Card then in theplayer's hand (if the player has any other Active Player Cards remainingin the player's hand at that time), which other Active Player Carddiscarded is determined by the player at his or her sole discretion.

If three or more of the Active Player Cards are Time Zone Matching Cardsfor a trick, on that trick the player can discard two of the Time ZoneMatching Cards (and the player can determine which two to discard at hisor her sole discretion) as well as one other Active Player Card then inthe player's hand (if the player has any other Active Player Cardsremaining in the player's hand at that time), which other Active PlayerCard discarded is determined by the player at his or her solediscretion.

If during the first, second or third hand, a player is able to discardall of his or her Active Player Cards while there is at least one TableCard dealt on that hand which has not yet been played, the player ispermitted to deal himself or herself the Player Cards for the next handat that time (i.e., ahead of schedule). For example, if during the firsthand the player has no Active Player Cards remaining, and yet there arestill two Table Cards dealt in the first hand that have not yet beenplayed, the player may at that time deal himself or herself the 7 PlayerCards that the player will attempt to discard during the second hand(and can now also be discarded during the remainder of the first hand,if the player has an opportunity to do so).

If during the first, second or third hand, a player is not able todiscard all of his or her Active Player Cards by the time that all ofthe Table Cards are played for that hand, the Active Player Cards thathave not yet been discarded remain Active Player Cards, and the playercan still attempt to discard them during remaining hands of the game.

Except where a player has already been dealt his or her Player Cards fora hand ahead of schedule (see above), under all other circumstances(including those discussed in the previous paragraph), the player isdealt his or her new Player Cards for a hand at the beginning of thehand (i.e., when the new Table Cards are dealt for a hand).

Scoring:

To win the game, the player must have 2 or fewer Active Player Cards atthe end of the game. If the player has 3 Active Player Cards at the endof the game, the player is considered to have tied (rather than lost).

If a player has 1 Active Player Card at the end of the game, the playerobtains a “Super Win.”

If a player has no Active Player Cards at the end of the game, theplayer obtains the “Ultimate Win.”

(Note: In other embodiments of this game, a different number of cardsmay be discarded, or the cards used are country cards (such as GeoPlungecountry cards) in which instance the right to discard will be based onmatching continents and not matching time zones.)

GeoPlunge Junior Match and Series Games GeoPlunge Junior Match Game—2 to6 Players

This game may be played with 2, 3, 4, 5 or 6 players. In addition, thisgame may also be played with two teams of 2 or 3 players each (in whichcase teammates sit across from each other, not next to each other). Onlythe GeoPlunge cards are used in this game, and the GeoPlunge cards arereshuffled after every hand.

Playing the Game:

This game is played one hand at a time. The youngest player is thedealer for the first hand. Thereafter, whichever player wins the hand isthe dealer for the next hand.

Each hand, each player is dealt a certain number of cards, and a certainnumber of tricks are played during the hand. In one embodiment 5 cardsare dealt and five tricks are played each hand.

A trick consists of each player, in clockwise order, one at a time,playing (i.e., placing onto the table or other playing surface) one ofhis or her GeoPlunge cards.

For each hand, on the first trick the dealer is the first person to playa card (this is called leading). Thereafter, whoever wins a trick leadson the next trick. For each trick, each player can play any card thenremaining in his or her hand (a player cannot play any card he or shehas already played on a prior trick).

The player that leads on a trick will win the trick only if none of theother players play a card on that trick in which the color coded borderat the top of the card played is the same color as the color codedborder at the top of the card led on that trick. (The color coded borderat the top of the GeoPlunge cards is red for eastern time zone states,green for central time zone states, blue for mountain time zone statesand purple for Alaska, Hawaii and pacific time zone states (referred toas the pacific/other time zone for purposes of this game). For purposesof playing this game, if a state is located in two time zones, the stateis considered to be in, and the color coded border reflects, the timezone most of the state is located in. (The portion of the state not inthat time zone is shaded a different color in the state's picture nearthe bottom of the card so that the player is aware that the state is intwo time zones, although that will not impact the playing of the game)).

If only one player, who did not lead on the trick, plays a card on thetrick in which the color coded border at the top of the card played isthe same color as the color coded border at the top of the card led,that player wins the trick. If two or more players play such a card onthe trick, the last player to play such a card on the trick wins thetrick.

The player that wins the most tricks during the hand wins the hand. Iftwo or more players tie for the most tricks won during a hand, theplayer that took the last trick among the players that tied, wins thehand.

Scoring:

The player that wins the hand receives 10 points.

Where there are only two players, if one player wins 4 of the tricksduring a hand, that player is considered to have a “super win” for thathand. Where there are three or more players (except where the game isplayed with teams), if one player wins at least 3 tricks during thehand, that player is considered to have a “super win” for that hand. Ifa player has a “super win” for a hand, that player receives 10 bonuspoints (i.e., 20 points total).

If one player wins all of the tricks during the hand, that player isconsidered to have the “ultimate win” for that hand. If a player has the“ultimate win” for a hand, that player receives 30 bonus points (i.e.,40 points total).

The first player to reach 50 points wins the game.

If the game is played with two teams, the scoring is the same as above,except that it applies to the team rather than the individual. Forexample, whichever team wins the most tricks wins the hand and gets 10points, and if one team has a super win (i.e., wins 4 tricks) or theultimate win for a hand (i.e., wins all of the tricks) that teamreceives bonus points in the same amounts indicated above. The trickswon by a team equals the sum of the tricks won by each player on theteam. The first team to reach 50 points wins the game.

(Note: In other embodiments, country cards are used (such as theGeoPlunge country cards) and in such games matching is based oncontinents instead of time zones) but otherwise the principles of thegame remain the same.)

GeoPlunge Junior Series Game—2 to 4 Players

This game may be played with 2, 3, or 4 players. Only the GeoPlungecards are used in this game, and the GeoPlunge cards are reshuffledafter every hand.

Playing the Game:

For each hand, the player to the dealer's immediate left is dealt acertain number of cards (e.g., 6 cards) and each of the other players,including the dealer, receives one less card (e.g., 5 cards).

Where there are 2 players, the play of the hand begins with thenon-dealer discarding a card from his or her hand face up. The dealerthen either selects the card discarded or the next card in the deck.After taking the discarded card or the next card in the deck, the dealerdiscards a card from his or her hand face up. Except as described below,until one of the players wins the hand, each player in turn willcontinue to either take the card discarded by the other player or pickthe next card in the deck, and then discard a card from his or her hand(the card the player then discards from his or her hand can be, if theplayer wishes, the card the player just picked from the deck). (Also, aplayer may not look at the next card in the deck until and unless theplayer selects that card).

Where there are 3 or 4 players, play begins with the player to theimmediate left of the dealer discarding a card face up, and playproceeds in clockwise order with each player in turn then eitherselecting the card discarded by the player to his or her right (exceptas described below) or selecting the next card in the deck, and thendiscarding a card from his or her hand.

During each hand, each player is permitted to twice discard cards facedown, but a player cannot do so the first time he or she discards a cardduring a hand (the cards a player decides to discard face down arecalled “Untouchable” cards for that hand). When an Untouchable card isdiscarded, the player whose turn it is to select is not allowed tochoose or look at that card and must take the next card from the deck.If no player has won the hand after all of the cards have been taken,the discarded cards other than the Untouchable cards are reshuffled andplay is then continued. (The players may, if they agree, vary the gamesso that there are no Untouchable cards, 1 Untouchable Card, or more than2 Untouchable Cards, and if they wish the players may also vary thegames so that an Untouchable Card could be played the first time aplayer plays a card.)

To win a hand, a player must be the first player to have a “3 Time ZoneGroup” and a 2 Time Zone Group” (as each are defined below).

A “3 Time Zone Group” is a group of three cards that all have the samecolor coded border at the top of the card. The color coded border at thetop of the GeoPlunge cards is red for eastern time zone states, greenfor central time zone states, blue for mountain time zone states andpurple for Alaska, Hawaii and pacific time zone states (referred to asthe pacific/other time zone for purposes of this game). For purposes ofplaying this game, if a state is located in two time zones, the state isconsidered to be in, and the color coded border reflects, the time zonemost of the state is located in. (The portion of the state not in thattime zone is shaded a different color in the state's picture near thebottom of the card so that the player is aware that the state is in twotime zones, although that will not impact the playing of the game)).

A “2 Time Zone Group” is a group of two cards that both have the samecolor coded border at the top of the card.

To win a hand, a player must not only have a 3 Time Zone Group and a 2Time Zone Group but in addition (1) the color coded border at the top ofeach of the cards in the 3 Time Zone Group must be different than thecolor coded border of each of the cards in the 2 Time Zone Group; and(2) at least one of the two groups must have color coded borders thatare all blue or that are all purple.

Scoring:

The player that wins the hand receives 10 points.

If the 3 Time Zone Group for the player that wins the hand all havepurple color borders, the player receives 10 bonus points (i.e., 20points total for the hand).

If the 3 Time Zone Group for the player that wins the hand all have bluecolor borders, the player receives 5 bonus points (i.e., 15 points totalfor the hand).

The first player to reach 50 points wins the game.

(Note: In other embodiments, country cards are used (such as theGeoPlunge country cards) and in such games the groups are based oncontinents (instead of time zones) but otherwise the principles of thegame remain the same. In other embodiments, the number of groups andgroup sizes vary, but in each embodiment the groups are allgeography-related groups of cards that have certain geographical factsin common.)

GeoPlunge Challenge Match Games General Rules to GeoPlunge ChallengeMatch Games

There are many GeoPlunge Challenge Match games, including the followingthree variations: GeoChallenge Match Borders, GeoChallenge Match SSP,and GeoChallenge Match Capitals. The GeoPlunge cards and theGeoChallenge cards are used.

The games are played one round at a time. To determine who is the dealerfor the first round of the game, each player, without looking, draws acard from the GeoPlunge card deck and whoever draws the highest rankingstatehood card among the cards drawn (Delaware has the highest statehoodranking) is the dealer. Thereafter, whoever wins the prior round is thedealer for the next round.

Each round, each player is dealt a certain number of GeoPlunge cards (inone embodiment, each player is dealt 10 GeoPlunge cards. There are twophases to each round.

The first phase of a round begins with each player, after looking at hisor cards, placing two cards dealt to that player to the side face downand designating those cards as Card 1 and Card 2 for that player. Duringthe first phase of the round, each player tries to guess the states ofthe other player's Card 1 and Card 2, as follows.

The non-dealer first tries to guess the state of the dealer's Card 1,and then the dealer tries to guess the state of the non-dealer's Card 1.Next, the non-dealer tries to guess the state of the dealer's Card 2,and then the dealer tries to guess the state of the non-dealer's Card 2.

The players each receive one clue about the card that they are trying toguess the state of, and that clue is determined by the then top card inthe GeoChallenge card deck. After a GeoChallenge card is used to helpmake a guess, it is placed at the bottom of the GeoChallenge card deck.

The player whose turn it is to guess selects the then top card in theGeoChallenge deck. That player then reads the GeoChallenge card. SomeGeoChallenge cards indicate exactly what clue is to be given, othercards give the guesser some option as to what clue to receive, andothers give the clue-giver (referred to as the “Opponent” in theGeoChallenge cards) some option as to what clue to give.

The first time a player gives a clue about one of his or her cards, theplayer must give the clue about that player's Card 1, and the clue willbe based on the GeoChallenge card selected by the guesser at that time.The second time a player gives a clue about one of his or her cards, theplayer must give the clue about that player's Card 2, and the clue willbe based on the GeoChallenge card selected by the guesser at that time.

Each player may make only one guess as to the other player's Card 1, andlater each player may make only one guess as to the other player's Card2.

If a player does not correctly guess the other player's Card 1, theother player gives the guesser that other player's Card 1. In thatevent, that other player's Card 1 is now part of the guessing player'shand.

If a player does not correctly guess the other player's Card 2, theother player gives the guesser that other player's Card 2. In thatevent, that other player's Card 2 is now part of the guessing player'shand.

Therefore, after all of the guessing occurs, some cards will havechanged hands (going from one player to the other) if there were anyincorrect guesses, and each player might not have the same amount ofcards. Once all of the guessing and exchanging of cards (if anyexchanging is necessary) described above occurs, phase 1 is completedfor that round. (Note: In some embodiments, the players may guess atless than 2 or more than 2 cards, and in some embodiments, the playerswill not have a choice as to which cards of theirs will be guessed at bytheir opponents.)

Phase 2 of each round begins with the player who has more cards to beginthat round leading (i.e., playing a GeoPlunge card first). If bothplayers have the same number of GeoPlunge cards, the non-dealer leads tobegin phase 2 of the round. A player plays a card by placing it face upon the table or other playing surface.

Phase 2 consists of a certain amount of tricks, and ends when one playerdoes not have any cards remaining (i.e., has played all of his or hercards). Each trick consists of one player leading a card and the otherplayer playing cards that he or she is permitted to play on that trick,if the player is even permitted to play any cards on that trick.

Once a GeoPlunge card is played by a player, that card is no longer partof the player's hand for that round.

GeoPlunge Challenge Match Borders: 2 Players Playing the Game:

After the player whose turn it is to lead on a trick leads a card, ifthe other player does not have any cards that are border states of thecard led, the other player is not permitted to play a card (and isconsidered to have lost that trick).

After the player whose turn it is to lead on a trick leads a card, ifthe other player has one or more cards that are border states of thecard led, the other player may play all of those cards that are borderstates of the card led at that time plus one additional card from his orher hand of his or her choosing (and is considered to have won thattrick).

Whoever loses a trick, must lead (throw the first card) on the nexttrick. The first player to have played all of his or her cards on around, wins the round.

Scoring:

The winner of each round receives 10 points, except that if the otherplayer still has at least 5 cards in his or her hand when the winner ofthe round has no cards remaining, the winner of the round receives 10bonus points (i.e., 20 points total).

The first player to reach 50 points wins the game.

GeoPlunge Challenge Match SSP: 2 Players Playing the Game:

After the player whose turn it is to lead on a trick leads a card, ifthe other player does not have any cards that are one higher or onelower in size, statehood or population than the card led, the otherplayer is not permitted to play a card (and is considered to have lostthat trick).

After the player whose turn it is to lead on a trick leads a card, ifthe other player has one or more cards that are one higher or one lowerin size, statehood or population than the card led, the other player mayplay all of those cards that are one higher or one lower in size,statehood or population than the card led at that time plus oneadditional card from his or her hand of his or her choosing (and isconsidered to have won that trick).

Whoever loses a trick, must lead (throw the first card) on the nexttrick. The first player to have played all of his or her cards on around, wins the round.

Scoring:

The winner of each round receives 10 points, except that if the otherplayer still has at least 5 cards in his or her hand when the winner ofthe round has no cards remaining, the winner of the round receives 10bonus points (i.e., 20 points total).

The first player to reach 50 points wins the game.

GeoPlunge Challenge Match Capitals: 2 Players Playing the Game:

After the player whose turn it is to lead on a trick leads a card, ifthe other player does not have any cards that have state capitals thatbegin with the same first letter as the state capital of the card led,the other player is not permitted to play a card (and is considered tohave lost that trick).

After the player whose turn it is to lead on a trick leads a card, ifthe other player has one or more cards that have state capitals thatbegin with the same first letter as the state capital of the card led,the other player may play all of those cards that have state capitalsthat begin with the same first letter as the state capital of the cardled at that time plus one additional card from his or her hand of his orher choosing (and is considered to have won that trick).

Whoever loses a trick, must lead (throw the first card) on the nexttrick. The first player to have played all of his or her cards on around, wins the round.

Scoring:

The winner of each round receives 10 points, except that if the otherplayer still has at least 5 cards in his or her hand when the winner ofthe round has no cards remaining, the winner of the round receives 10bonus points (i.e., 20 points total).

The first player to reach 50 points wins the game.

(Note: There are also embodiments of the GeoPlunge Challenge Match gamesin which country cards (such as GeoPlunge country cards) are used and inthose games, instead of border states, there are border countries, andthe rankings relate to size, independence, population, time zones andlife expectancy.)

GeoPlunge EST Games

There are many GeoPlunge EST Games, including the following: GeoPlungeEST Borders; GeoPlunge EST SSP, GeoPlunge EST Total, and GeoPlunge EST51. These games are played with 2, 3 or 4 players. GeoPlunge EST gamesdiffer from other GeoPlunge games in that all of the players are on thesame team in the GeoPlunge EST games. In each of these games, playersare not permitted to talk to each other during the game or otherwisecommunicate to other players what cards they have. (Note: In otherembodiments of these games, players may receive different numbers ofcards, and in some embodiments they may use country cards (such asGeoPlunge country cards) in which the borders will relate to bordercountries, and the rankings will relate to those rankings on the countrycards.

GeoPlunge EST Borders—2 to 4 Players Playing the Game:

A game consists of 3 rounds, played one round at a time. Each round,each player is dealt 14 cards (if there are two players playing), 12cards (if there are 3 players playing) and 10 cards (if there are 4players playing). The GeoPlunge cards are reshuffled after each round.

The players decide which player will lead (i.e., play the first card) onthe round (and can communicate for this limited purpose only).Thereafter, each player, in clockwise order, plays (i.e., places face uponto the table or other playing surface) one of his or her GeoPlungecards, and this continues until each player has played each of his orher GeoPlunge cards dealt to that player on that round. Under nocircumstances may a player skip his or her turn to play a card, nor maya player play two or more cards at a time (i.e., after one player playsa card each other player must play a card in clockwise order before thatfirst player plays another card).

The players seek to obtain significant “Border Streaks” during theround.

A “Border Streak” is measured by the number of consecutive cards thrownin which the card thrown is a border state of the immediately precedingcard thrown. Therefore, for example, if there are three players, and thesecond player throws a card that borders the state led by the firstplayer, and the third player throws a card that borders the state of thecard played by the second player, and the first player then throws acard that borders the state of the card thrown by the third player, theplayers have obtained a “4 Border Streak.”

Scoring:

A Border Streak of 8 cards or more is worth 3 points for every card inthe streak (e.g., an 11 Border Streak is worth 33 points).

A Border Streak of 5, 6 or 7 cards is worth 2 points for every card inthe streak.

A 3 Border Streak or 4 Border Streak is worth 1 point for every card inthe streak.

The players must have at least 50 points by the end of the game to win.

If the players have at least 70 points by the end of the game, theyobtain a “Super Win.”

If the players have at least 100 points by the end of the game, theyobtain the “Ultimate Win.”

GeoPlunge EST SSP—2 to 4 Players Playing the Game:

A game consists of 3 rounds, played one round at a time. Each round,each player is dealt 14 cards (if there are two players playing), 12cards (if there are 3 players playing) and 10 cards (if there are 4players playing). The GeoPlunge cards are reshuffled after each round.

The players decide which player will lead (i.e., play the first card) onthe round (and can communicate for this limited purpose only).Thereafter, each player, in clockwise order, plays (i.e., places face uponto the table or other playing surface) one of his or her GeoPlungecards, and this continues until each player has played each of his orher GeoPlunge cards dealt to that player on that round. Under nocircumstances may a player skip his or her turn to play a card, nor maya player play two or more cards at a time (i.e., after one player playsa card each other player must play a card in clockwise order before thatfirst player plays another card).

The players seek to obtain significant “SSP Streaks” during the round.

An “SSP Streak” is measured by the number of consecutive cards thrown inwhich the card thrown is one lower or one higher in Size, Statehood orPopulation than the immediately preceding card thrown. Therefore, forexample, if there are three players, and the second player throws a cardthat is one lower or one higher in Size, Statehood or Population thanthe state led by the first player, and the third player throws a cardthat is one lower or one higher in Size, Statehood or Population thanthe state of the card played by the second player, and the first playerthen throws a card that is one lower or one higher in Size, Statehood orPopulation than the state of the card thrown by the third player, theplayers have obtained a “4 SSP Streak.”

Scoring:

An SSP Streak of 8 cards or more is worth 3 points for every card in thestreak (e.g., an 11 SSP Streak is worth 33 points).

An SSP Streak of 5, 6 or 7 cards is worth 2 points for every card in thestreak.

A 3 SSP Streak or 4 SSP Streak is worth 1 point for every card in thestreak.

The players must have at least 50 points by the end of the game to win.

If the players have at least 70 points by the end of the game, theyobtain a “Super Win.”

If the players have at least 100 points by the end of the game, theyobtain the “Ultimate Win.”

GeoPlunge EST Total—2 to 4 Players Playing the Game:

A game consists of 2 rounds, played one round at a time. Each round,each player is dealt 14 cards (if there are two players playing), 12cards (if there are 3 players playing) and 10 cards (if there are 4players playing). The GeoPlunge cards are reshuffled after each round.

The players decide which player will lead (i.e., play the first card) onthe round (and can communicate for this limited purpose only).Thereafter, each player, in clockwise order, plays (i.e., places face uponto the table or other playing surface) one of his or her GeoPlungecards, and this continues until each player has played each of his orher GeoPlunge cards dealt to that player on that round. Under nocircumstances may a player skip his or her turn to play a card, nor maya player play two or more cards at a time (i.e., after one player playsa card each other player must play a card in clockwise order before thatfirst player plays another card).

The players seek to obtain significant “Total Streaks” during the round.

A “Total Streak” is measured by the number of consecutive cards thrownin which the card thrown is a “Matching Card” of the immediatelypreceding card thrown. Two cards are Matching Cards of each other forpurposes of this game if any of the following are true: (1) the cardsare border states of each other; (2) one of the card's Size, Statehood,or Population rankings is one lower or one higher than the other card'sranking in the same category; or (3) for both of the states, the statecapital begins with the same first letter (e.g., Texas and New York,because the state capitals each begin with the letter “A”). Therefore,for example, if there are three players, and the second player throws acard that is a Matching Card of the card led by the first player, andthe third player throws a card that is a Matching Card of the cardplayed by the second player, and the first player then throws a cardthat is a Matching Card of the card thrown by the third player, theplayers have obtained a “4 Total Streak.”

Scoring:

A Total Streak of 12 cards or more is worth 3 points for every card inthe streak (e.g., a 14 Total Streak is worth 42 points).

A Total Streak of 8, 9, 10, or 11 cards is worth 2 points for every cardin the streak (e.g., an 11 Total Streak is worth 22 points).

A Total Streak of 5, 6, or 7 cards is worth 1 point for every card inthe streak.

The players must have at least 50 points by the end of the game to win.

If the players have at least 70 points by the end of the game, theyobtain a “Super Win.”

If the players have at least 100 points by the end of the game, theyobtain the “Ultimate Win.”

GeoPlunge EST 51—2 to 4 Players Playing the Game:

A game consists of one round. Each player is dealt 14 cards (if thereare two players playing), 12 cards (if there are 3 players playing) and10 cards (if there are 4 players playing).

The players decide which player will lead (i.e., play the first card)(and can communicate for this limited purpose only). Thereafter, eachplayer, in clockwise order, plays (i.e., places face up onto the tableor other playing surface) one of his or her GeoPlunge cards, and thiscontinues until each player has played each of his or her GeoPlungecards dealt to that player. Under no circumstances may a player skip hisor her turn to play a card, nor may a player play two or more cards at atime (i.e., after one player plays a card each other player must play acard in clockwise order before that first player plays another card).

The player leading plays one of his or her cards onto the table (orother playing surface) to create the beginning of the first pile.Thereafter, for the remainder of the game, the player whose turn it isto play a card may either (1) place his or her card into the pile inwhich the prior player's card was just thrown, or (2) create a new pileand place his or her card into that new pile. (Therefore, once a newpile is created, thereafter a player may not play his or her card into apile that was created prior to the creation of that new pile.)

The players seek to obtain “Fifty One's” during the round. A Fifty Oneis obtained where (1) the sum of the Size rankings of all of the cardsin a pile equals exactly 51; or (2) the sum of the Statehood rankings ofall of the cards in a pile equals exactly 51; or (3) the sum of thePopulation rankings of all of the cards in a pile equals exactly 51.

Where there are two Fifty One's in a single pile during a round that iscalled a “Double Fifty One”.

Where there are three Fifty One's in a single pile during a round thatis called a “Triple Fifty One”.

After a pile has a Fifty One, the next player playing can, but is notrequired to, still play his or her card into that pile to seek to createa Double Fifty One or a Triple Fifty One.

Scoring:

A Fifty One is worth 5 points.

A Double Fifty One is worth 10 bonus points (this is in addition to the5 points previously received for the Fifty One for the same pile).

A Triple Fifty One is worth 15 bonus points (this is in addition to the5 points previously received for the Fifty One for the same pile, andthe 10 points previously received for the Double Fifty One for the samepile).

The players must have at least 50 points by the end of the game to win.

If the players have at least 70 points by the end of the game, theyobtain a “Super Win.”

If the players have at least 100 points by the end of the game, theyobtain the “Ultimate Win.”

GeoPlunge Solo Crunch Games General Rules to GeoPlunge Solo Crunch Games

There are many GeoPlunge Solo Crunch games, including the following:GeoPlunge Solo Border Capital Crunch SV, GeoPlunge Solo Border CapitalCrunch LV, GeoPlunge Solo SSP Capital Crunch SV, and GeoPlunge Solo SSPCapital Crunch LV. Only the GeoPlunge cards are used in these games.(Note: Other embodiments of these games permit the player to reduce thenumber of piles in other or different ways, including where the MatchingCards that are three piles apart. Other embodiments of these gamesinclude versions in which country cards (such as GeoPlunge countrycards) are used).

GeoPlunge Solo Border Capital Crunch SV—1 Player Playing the Game:

During this game, the player turns face up (i.e., looks at) oneGeoPlunge card at a time, which card turned face up is always the thentop card in the deck. The game ends when the player has turned face up,and played (as described below), every card in the GeoPlunge deck.

During this game, the player does not turn the next GeoPlunge card faceup until the player plays (as described below) the GeoPlunge card he orshe has just turned face up.

The player plays a card by placing it into a pile. (Once a player placesa card in a pile the player cannot change his or her decision as towhich pile to place that card.) In addition, if the player can then as aresult of placing that card in a pile, reduce the number of pilesaccording to the rules of this game (i.e., combine piles), the playermay do so before playing the next card.

The player plays the first card in the deck by placing it onto the tableor other playing surface, creating the beginning of the first pile.

For each card thereafter, if the card then played (the “Currently PlayedCard”) is not a Matching Card (as described below) of the top card inany pile (i.e., the card that is at the top of that pile), the playercreates a new pile to the right of each of the already existing pilesand puts the Currently Played Card in that new pile.

If the Currently Played Card is a Matching Card (as described below) ofthe top card in exactly one of the existing piles (a “Matching Pile”),the player should place the Currently Played Card at the top of theMatching Pile.

If a Currently Played Card is a Matching Card (as described below) ofthe top cards in two or more of the existing piles (each such pile a“Matching Pile”), the player may place the Currently Played Card at thetop of one of the Matching Piles, and the player may decide at his orher discretion which Matching Pile to place the Currently Played Card.

There are two ways a player may be able to reduce the number of pilesafter the player plays a Currently Played Card into a Matching Pile andbefore the player plays the next card. First, if as a result of a playerplacing a Currently Played Card into a Matching Pile (or if as a resultof a player taking the actions permitted in the next paragraph below),the top card in two “Immediately Adjacent Piles” (defined below) areMatching Cards, with regard to those two Immediately Adjacent Piles, theplayer can combine those two piles into one pile by placing the pile onthe right on top of the pile on the left. If by doing so, this createsother Immediately Adjacent Piles in which the top cards in each of thosetwo piles are Matching Cards, the player can combine the new ImmediatelyAdjacent Piles in the same manner as that described above, and so on.Before the player plays each card, there must not be any ImmediatelyAdjacent Piles in which the top cards in those two piles are MatchingCards. Immediately Adjacent Piles are piles that are next to each other,with no piles in between them.

Second, if as a result of a player placing a Currently Played Card intoa Matching Pile (or reducing the number of piles through combiningImmediately Adjacent Piles as permitted in the prior paragraph), the topcards in two piles are Matching Cards, and each of those two top cardshave the same color coded border at the top of the card, the player maycombine those two piles by placing the pile on the right on top of thepile on the left. If by doing so, this creates two other piles in whichthe top cards in each of the two piles are Matching Cards and those sametwo top cards have the same color coded border at the top of the card,the player can combine those two piles in the same manner as thatdescribed above, and so on. Before the player plays each card, theremust not be any two piles in which the top cards in those two piles areMatching Cards and those same top two cards have the same color codedborder at the top of the card.

Therefore, to summarize, a player can combine two piles (by placing thepile on the right on top of the pile on the left), if the top cards ineach of the two piles are Matching Cards and at least one the followingis also true: (i) the two piles are Immediately Adjacent Piles, or (ii)the Matching Cards at the top of each pile have the same color codedborder at the top of the cards.

The color coded border at the top of the GeoPlunge cards is red foreastern time zone states, green for central time zone states, blue formountain time zone states and purple for Alaska, Hawaii and pacific timezone states (referred to as the pacific/other time zone for purposes ofthis game). For purposes of playing this game, if a state is located intwo time zones, the state is considered to be in, and the color codedborder reflects, the time zone most of the state is located in. (Theportion of the state not in that time zone is shaded a different colorin the state's picture near the bottom of the card so that the player isaware that the state is in two time zones, although that will not impactthe playing of the game).

Two cards are Matching Cards of each other for purposes of this gameonly if any of the following are true: (1) the cards are border statesof each other (e.g., Maryland and Virginia); (2) each card has at leastone border state in common (e.g., Florida and South Carolina, becausethey both border Georgia); or (3) for both of the states, the statecapital begins with the same first letter (e.g., Texas and New York,because the state capitals each begin with the letter “A”).

Scoring:

If the player has three piles or fewer at the end of one of the game,the player wins the game.

If the player has two piles at the end of the game, the player obtains a“Super Win.”

If the player has one pile at the end of the game, the player obtainsthe “Ultimate Win.”

GeoPlunge Solo Border Capital Crunch LV—1 Player

All of the rules for playing the game of GeoPlunge Solo Border CapitalCrunch SV apply, except that in GeoPlunge Solo Border Capital Crunch LVthere are three rounds played, with each round being the equivalent of afull game of GeoPlunge Solo Border Capital SV. The GeoPlunge cards areshuffled in between rounds.

Scoring:

For any round in which the player has 3 piles remaining at the end ofthe round, the player receives 15 points.

For any round in which the player has 2 piles remaining at the end ofthe round, the player receives 25 points.

For any round in which the player has 1 pile remaining at the end of theround, the player receives 40 points.

The player wins the game if the player has at least 50 points at the endof the game.

The player obtains a “Super Win” if the player has at least 75 points atthe end of the game.

The player obtains the “Ultimate Win” if the player has 120 points atthe end of the game.

GeoPlunge Solo SSP Capital Crunch SV—1 Player

All of the rules for scoring for GeoPlunge Solo Border Capital Crunch SVapply. All of the rules for playing the game of GeoPlunge Solo BorderCapital Crunch SV apply, except as follows:

In GeoPlunge Solo SSP Capital Crunch SV, two cards are Matching Cards ofeach other for purposes of this game only if either of the following aretrue: (1) the cards have at least one “Close Ranking” (as definedbelow); or (2) for both of the states, the state capital begins with thesame first letter (e.g., Texas and New York, because the state capitalseach begin with the letter “A”).

Two cards have a Close Ranking if at least one of the following is true:(i) the cards′ rankings in Size differ by no more than two (e.g., Alaskaand California, which are ranked 1^(st) and 3^(rd) in size); (ii) thecards' rankings in Statehood differ by no more than two (e.g., Arizonaand Hawaii, which are ranked 48^(th) and 50^(th) in statehood); or (iii)the cards' rankings in Population differ by no more than two (e.g.,California and Texas, which are ranked 1^(st) and 2^(nd) in population).

GeoPlunge Solo SSP Capital Crunch LV—1 Player

All of the rules for playing the game of GeoPlunge Solo SSP CapitalCrunch SV apply, except that in GeoPlunge Solo SSP Capital Crunch LVthere are three rounds played, with each round being the equivalent of afull game of GeoPlunge Solo SSP Capital Crunch SV. The GeoPlunge cardsare shuffled in between rounds.

Scoring:

For any round in which the player has 3 piles remaining at the end ofthe round, the player receives 15 points.

For any round in which the player has 2 piles remaining at the end ofthe round, the player receives 25 points.

For any round in which the player has 1 pile remaining at the end of theround, the player receives 40 points.

The player wins the game if the player has at least 50 points at the endof the game.

The player obtains a “Super Win” if the player has at least 75 points atthe end of the game.

The player obtains the “Ultimate Win” if the player has 120 points atthe end of the game.

GeoPlunge Solo Match Games General Rules to GeoPlunge Solo Match Games

There are many GeoPlunge Solo Match games, including the following:GeoPlunge Solo Border Match SV; GeoPlunge Solo Border Match LV;GeoPlunge Solo Border Capital Match SV; GeoPlunge Solo Border CapitalMatch LV; GeoPlunge Solo SSP Capital Match SV; and GeoPlunge Solo SSPCapital Match LV. These games are played with one player. Only theGeoPlunge cards are used in these games. (Note: In other embodiments ofthese games, the number of cards dealt to the player and the table aredifferent, and the number of cards a player is permitted to discard isdifferent, from the exemplary versions described below. Also, in someembodiments, country cards (such as GeoPlunge country cards) are used,and in those games border countries, and rankings used with those typesof cards are used.

GeoPlunge Solo Border Match SV—1 Player Playing the Game:

To play the game, a player plays 3 hands, one hand at a time. TheGeoPlunge cards are not reshuffled between hands.

The cards dealt to the player each hand will be referred to as the“Player Cards” and the cards dealt onto the table (or other playingsurface) each hand will be referred to as the “Table Cards.”

For each of the first two hands, the player deals 10 Player Cards and 10Table Cards, and for the third hand the player deals 5 Player Cards and5 Table Cards.

After the player deals the cards for a hand, the player may look at allof the Player for that hand. The player may not look at the Table Cardsfor a hand at that time.

For each of the first two hands, 10 tricks are played during the hand.For the third hand, 5 tricks are played during the hand.

On each trick, the player turns face up (i.e., looks at) the then topcard on the table (or other playing surface) out of the remaining (i.e.,yet to be played) Table Cards dealt on that hand (the “Then Top TableCard”). A player may not turn face up a Table Card during a hand untilit is time to play that Table Card (i.e., until it becomes the then topcard dealt to the table or other playing surface that has yet to beplayed on that hand). Once a Table Card is played during a hand, it isnot used again during the game.

For each trick, after the player turns face up the Then Top Table Card,the player determines whether he or she can discard any of his or herActive Player Cards. Active Player Cards are all Player Cards that havealready been dealt to the player that have not been discarded on anearlier trick either in that hand or an earlier hand. Where the rulespermit a player to discard one or more Active Player Cards, a player ispermitted, but not required, to do so.

If none of the Active Player Cards are border states of the Then TopTable Card state played during a trick, the player cannot discard anyActive Player Cards on that trick.

If exactly one of the Active Player Cards is a border state of the ThenTop Table Card state played during a trick (a “Border Matching Card”),the player can discard only the Border Matching Card.

If exactly two of the Active Player Cards are Border Matching Cards fora trick, the player can discard both of the Border Matching Cards aswell as one other Active Player Card, which other Active Player Carddiscarded is determined by the player at his or her sole discretion.

If three or more of the Active Player Cards are Border Matching Cardsfor a trick (except as provided in no. 12 below), the player can discardtwo of the Border Matching Cards (and the player can determine which twoto discard at his or her sole discretion) as well as one other ActivePlayer Card then in the player's hand, which other Active Player Carddiscarded is determined by the player at his or her sole discretion.

If three or more of the Active Player Cards are Border Matching Cardsfor a trick, and those Border Matching Cards constitute all of theborder states of the Then Top Table Card state played during a trick,the player can discard all of the Border Matching Cards as well as threeother Active Player Cards, which three other Active Player Cardsdiscarded are determined by the player at his or her sole discretion.For example, if a state with four border states is the Then Top TableCard played during a trick, and all four of that state's border statesare Active Player Cards, a player can discard all four of those BorderMatching Cards plus three additional Active Player Cards.

If during the first or second hand, a player is able to discard all ofhis or her Active Player Cards while there is at least one Table Carddealt on that hand which has not been played, the player is permitted todeal himself or herself the Player Cards for the next hand at that time(i.e., ahead of schedule). For example, if during the first hand theplayer has no Active Player Cards remaining, and yet there are still twoTable Cards dealt in the first hand that have not yet been played, theplayer may at that time deal himself or herself the 10 Player Cards thatthe player will attempt to discard during the second hand (and can nowalso be discarded during the remainder of the first hand, if the playerhas an opportunity to do so).

If during the first or second hand, a player has the right on a trick todiscard Active Player Cards other than just the Border Matching Cards,and yet the player has fewer Active Player Cards remaining than thenumber of Active Player Cards that he or she is permitted to discard, aplayer can discard the permitted number of additional cards from thePlayer Cards dealt for the next hand. For example, if the last twoActive Player Cards the player has during a hand are both BorderMatching Cards of the Then Table Top Card played during a trick, aplayer can discard one of his or her Player Cards dealt for the nexthand (and all of the Player Cards for the next hand will be dealtimmediately to the player since the player has no remaining ActivePlayer Cards).

If during the first or second hand, a player is not able to discard allof his or her Active Player Cards by the time that all of the TableCards are played for that hand, the Active Player Cards that have notyet been discarded remain Active Player Cards, and the player can stillattempt to discard them during remaining hands of the game.

Except where a player has already been dealt his or her Player Cards fora hand ahead of schedule (see above), under all other circumstances(including those discussed in the previous paragraph), the player isdealt his or her new Player Cards for a hand at the beginning of thehand (i.e., when the new Table Cards are dealt for a hand).

Scoring:

To win the game, the player must have 3 or fewer Active Player Cards atthe end of the game. If the player has four or five Active Player Cardsat the end of the game, the player is considered to have tied (ratherthan lost).

If a player has 1 Active Player Card at the end of the game, the playerobtains a “Super Win.”

If the player has no Active Player Cards at the end of the game, theplayer obtains the “Ultimate Win.”

GeoPlunge Solo Border Match LV—1 Player Playing the Game:

With regard to playing the game, all of the rules of GeoPlunge SoloBorder Match SV apply to GeoPlunge Solo Border Match LV, except asfollows:

In GeoPlunge Solo Border Match LV, there are three rounds played, witheach round being the equivalent of a full game of GeoPlunge Solo BorderMatch SV.

The GeoPlunge cards are reshuffled between rounds.

Once a card that is a Table Card during one round is played, it may nolonger be used again in that round (but it will be used in subsequentrounds where it may be a Player Card or a Table Card, depending onwhether it is dealt to the player or onto the table or other playingsurface during the subsequent rounds).

In GeoPlunge Solo Border Match LV, an Active Player Card is a PlayerCard that has already been dealt to the player during that round thathas not been discarded on an earlier trick either in that hand or anearlier hand in the round.

Scoring:

For each round in which the player has 4 or 5 Active Player Cardsremaining at the end of the round, the player receives 10 points forthat round.

For each round in which the player has 2 or 3 Active Player Cardsremaining at the end of the round, the player receives 20 points.

For each round in which the player has 1 Active Player Card remaining atthe end of the round, the player receives 30 points.

For each round in which the player has no Active Player Cards remainingat the end of the round, the player receives 40 points.

A player wins the game if the player has at least 50 points by the endof the game.

A player obtains a “Super Win” if the player has at least 80 points bythe end of the game.

A player obtains the “Ultimate Win” if the player has 120 points by theend of the game.

GeoPlunge Solo Border Capital Match SV

To play the game, a player plays 3 hands, one hand at a time. TheGeoPlunge cards are not reshuffled between hands.

The cards dealt to the player each hand will be referred to as the“Player Cards” and the cards dealt onto the table (or other playingsurface) each hand will be referred to as the “Table Cards.”

For each of the first two hands, the player deals 10 Player Cards and 10Table Cards, and for the third hand the player deals 5 Player Cards and5 Table Cards.

After the player deals the cards for a hand, the player may look at allof the Player Cards for that hand. The player may not look at the TableCards for a hand at that time.

For each of the first two hands, 10 tricks are played during the hand.For the third hand, 5 tricks are played during the hand.

On each trick, the player turns face up (i.e., looks at) the then topcard on the table (or other playing surface) out of the remaining (i.e.,yet to be played) Table Cards dealt on that hand (the “Then Top TableCard”). A player may not turn face up a Table Card during a hand untilit is time to play that Table Card (i.e., until it becomes the then topcard dealt to the table or other playing surface that has yet to beplayed on that hand). Once a Table Card is played during a hand, it isnot used again during the game.

For each trick, after the player turns face up the Then Top Table Card,the player determines whether he or she can discard any of his or herActive Player Cards. Active Player Cards are all Player Cards that havealready been dealt to the player that have not been discarded on anearlier trick either in that hand or an earlier hand.

If none of the Active Player Cards are border states of the Then TopTable Card state played during a trick, and none of the Active PlayerCards have as their state capital a state capital that begins with thesame first letter as the state capital of the Then Top Table Card stateplayed during a trick, the player cannot discard any Active Player Cardson that trick.

If exactly one of the Active Player Cards is a border state of the ThenTop Table Card state played during a trick (a “Border Matching Card”),and none of the Active Player Cards have as their state capital a statecapital that begins with the same first letter as the state capital ofthe Then Top Table Card state played during a trick, the player candiscard only the Border Matching Card.

If none of the Active Player Cards is a Border Matching Card for atrick, and exactly one of the Active Player Cards has a state capitalthat begins with the same first letter as the state capital of the ThenTop Table Card state played during a trick (a “First Letter CapitalMatching Card”), the player can discard only the First Letter CapitalMatching Card.

If exactly one of the Active Player Cards is a Border Matching Card on atrick, and exactly one of the Active Player Cards is a First LetterCapital Matching Card on that trick, the player can discard only theBorder Matching Card and the First Letter Capital Matching Card on thattrick (if the same card is the Border Matching Card and the First LetterCapital Matching Card, the player can discard only that card).

If exactly two of the Active Player Cards are Border Matching Cards fora trick, the player can discard both of the Border Matching Cards aswell as one other Active Player Card, which other Active Player Carddiscarded is determined by the player at his or her sole discretion(this is in addition to any First Letter Capital Matching Cards theplayer can discard on that trick).

If exactly two of the Active Player Cards are First Letter CapitalMatching Cards for a trick, the player can discard both of the FirstLetter Capital Matching Cards as well as one other Active Player Card,which other Active Player Card discarded is determined by the player athis or her sole discretion (this is in addition to any Border MatchingCards the player can discard on that trick).

If three or more of the Active Player Cards are Border Matching Cardsfor a trick, the player can discard two of the Border Matching Cards(and the player can determine which two to discard at his or her solediscretion) as well as one other Active Player Card then in the player'shand, which other Active Player Card discarded is determined by theplayer at his or her sole discretion (this is in addition to any FirstLetter Capital Matching Cards the player can discard on that trick).

If three or more of the Active Player Cards are First Letter CapitalMatching Cards for a trick, the player can discard two of the FirstLetter Capital Matching Cards (and the player can determine which two todiscard at his or her sole discretion) as well as one other ActivePlayer Card then in the player's hand, which other Active Player Carddiscarded is determined by the player at his or her sole discretion(this is in addition to any Border Matching Cards the player can discardon that trick).

If during the first or second hand, a player is able to discard all ofhis or her Active Player Cards while there is at least one Table Carddealt on that hand which has not been played, the player is permitted todeal himself or herself the Player Cards for the next hand at that time(i.e., ahead of schedule). For example, if during the first hand theplayer has no Active Player Cards remaining, and yet there are still twoTable Cards dealt in the first hand that have not yet been played, theplayer may at that time deal himself or herself the 10 Player Cards thatthe player will attempt to discard during the second hand (and can nowalso be discarded during the remainder of the first hand, if the playerhas an opportunity to do so).

If during the first or second hand, a player has the right on a trick todiscard Active Player Cards other than just the Border Matching Cards orFirst Letter Capital Matching Cards, and yet the player has fewer ActivePlayer Cards remaining than the number of Active Player Cards that he orshe is permitted to discard, a player can discard the permitted numberof additional cards from the Player Cards dealt for the next hand. Forexample, if the last two Active Player Cards the player has during ahand are both First Letter Capital Matching Cards of the Then Table TopCard played during a trick, a player can discard one of his or herPlayer Cards dealt for the next hand (and all of the Player Cards forthe next hand will be dealt immediately to the player since the playerhas no remaining Active Player Cards).

If during the first or second hand, a player is not able to discard allof his or her Active Player Cards by the time that all of the TableCards are played for that hand, the Active Player Cards that have notyet been discarded remain Active Player Cards, and the player can stillattempt to discard them during remaining hands of the game.

Except where a player has already been dealt his or her Player Cards fora hand ahead of schedule (see above), under all other circumstances(including those discussed in the previous paragraph), the player isdealt his or her new Player Cards for a hand at the beginning of thehand (i.e., when the new Table Cards are dealt for a hand).

Scoring:

To win the game, the player must have 2 or fewer Active Player Cards atthe end of the game. If the player has three Active Player Cards at theend of the game, the player is considered to have tied (rather thanlost).

If a player has 1 Active Player Card at the end of the game, the playerobtains a “Super Win.”

If the player has no Active Player Cards at the end of the game, theplayer obtains the “Ultimate Win.”

GeoPlunge Solo Border Capital Match LV—1 Player Playing the Game:

With regard to playing the game, all of the rules of GeoPlunge SoloBorder Capital Match SV apply to GeoPlunge Solo Border Capital Match LV,except as follows:

In GeoPlunge Solo Border Capital Match LV, there are three roundsplayed, with each round being the equivalent of a full game of GeoPlungeSolo Border Capital Match SV.

The GeoPlunge cards are reshuffled between rounds.

Once a card that is a Table Card during one round is played, it may nolonger be used again in that round (but it will be used in subsequentrounds where it may be a Player Card or a Table Card, depending onwhether it is dealt to the player or onto the table or other playingsurface during the subsequent rounds).

In GeoPlunge Solo Border Capital Match LV, an Active Player Card is aPlayer Card that has already been dealt to the player during that roundthat has not been discarded on an earlier trick either in that hand oran earlier hand in the round.

Scoring:

For each round in which the player has 3 Active Player Cards remainingat the end of the round, the player receives 10 points for that round.

For each round in which the player has 2 Active Player Cards remainingat the end of the round, the player receives 20 points.

For each round in which the player has 1 Active Player Card remaining atthe end of the round, the player receives 25 points.

For each round in which the player has no Active Player Cards remainingat the end of the round, the player receives 30 points.

A player wins the game if the player has at least 50 points by the endof the game.

A player obtains a “Super Win” if the player has at least 70 points bythe end of the game.

A player obtains the “Ultimate Win” if the player has 90 points by theend of the game.

GeoPlunge Solo SSP Capital Match SV

To play the game, a player plays 3 hands, one hand at a time. TheGeoPlunge cards are not reshuffled between hands.

The cards dealt to the player each hand will be referred to as the“Player Cards” and the cards dealt onto the table (or other playingsurface) each hand will be referred to as the “Table Cards.”

For each of the first two hands, the player deals 10 Player Cards and 10Table Cards, and for the third hand the player deals 5 Player Cards and5 Table Cards.

After the player deals the cards for a hand, the player may look at allof the Player Cards for that hand. The player may not look at the TableCards for a hand at that time.

For each of the first two hands, 10 tricks are played during the hand.For the third hand, 5 tricks are played during the hand.

On each trick, the player turns face up (i.e., looks at) the then topcard on the table (or other playing surface) out of the remaining (i.e.,yet to be played) Table Cards dealt on that hand (the “Then Top TableCard”). A player may not turn face up a Table Card during a hand untilit is time to play that Table Card (i.e., until it becomes the then topcard dealt to the table or other playing surface that has yet to beplayed on that hand). Once a Table Card is played during a hand, it isnot used again during the game.

For each trick, after the player turns face up the Then Top Table Card,the player determines whether he or she can discard any of his or herActive Player Cards. Active Player Cards are all Player Cards that havealready been dealt to the player that have not been discarded on anearlier trick either in that hand or an earlier hand.

If none of the Active Player Cards are one higher or one lower in rankfor Size, Statehood or Population than the Then Top Table Card stateplayed during a trick, and none of the Active Player Cards have as theirstate capital a state capital that begins with the same first letter asthe state capital of the Then Top Table Card state played during atrick, the player cannot discard any Active Player Cards on that trick.

If exactly one of the Active Player Cards is one higher or one lower inrank for Size, Statehood or Population than the Then Top Table Cardstate played during a trick (an “SSP Matching Card”), and none of theActive Player Cards have as their state capital a state capital thatbegins with the same first letter as the state capital of the Then TopTable Card state played during a trick, the player can discard only theSSP Matching Card.

If none of the Active Player Cards is an SSP Matching Card for a trick,and exactly one of the Active Player Cards has a state capital thatbegins with the same first letter as the state capital of the Then TopTable Card state played during a trick (a “First Letter Capital MatchingCard”), the player can discard only the First Letter Capital MatchingCard.

If exactly one of the Active Player Cards is an SSP Matching Card on atrick, and exactly one of the Active Player Cards is a First LetterCapital Matching Card on that trick, the player can discard only the SSPMatching Card and the First Letter Capital Matching Card on that trick(if the same card is the SSP Matching Card and the First Letter CapitalMatching Card, the player can discard only that card).

If exactly two of the Active Player Cards are SSP Matching Cards for atrick, the player can discard both of the SSP Matching Cards as well asone other Active Player Card, which other Active Player Card discardedis determined by the player at his or her sole discretion (this is inaddition to any First Letter Capital Matching Cards the player candiscard on that trick).

If exactly two of the Active Player Cards are First Letter CapitalMatching Cards for a trick, the player can discard both of the FirstLetter Capital Matching Cards as well as one other Active Player Card,which other Active Player Card discarded is determined by the player athis or her sole discretion (this is in addition to any SSP MatchingCards the player can discard on that trick).

If three or more of the Active Player Cards are SSP Matching Cards for atrick, the player can discard two of the SSP Matching Cards (and theplayer can determine which two to discard at his or her sole discretion)as well as one other Active Player Card then in the player's hand, whichother Active Player Card discarded is determined by the player at his orher sole discretion (this is in addition to any First Letter CapitalMatching Cards the player can discard on that trick).

If three or more of the Active Player Cards are First Letter CapitalMatching Cards for a trick, the player can discard two of the FirstLetter Capital Matching Cards (and the player can determine which two todiscard in his or her sole discretion) as well as one other ActivePlayer Card then in the player's hand, which other Active Player Carddiscarded is determined by the player at his or her sole discretion(this is in addition to any SSP Matching Cards the player can discard onthat trick).

If during the first or second hand, a player is able to discard all ofhis or her Active Player Cards while there is at least one Table Carddealt on that hand which has not been played, the player is permitted todeal himself or herself the Player Cards for the next hand at that time(i.e., ahead of schedule). For example, if during the first hand theplayer has no Active Player Cards remaining, and yet there are still twoTable Cards dealt in the first hand that have not yet been played, theplayer may at that time deal himself or herself the 10 Player Cards thatthe player will attempt to discard during the second hand (and can nowalso be discarded during the remainder of the first hand, if the playerhas an opportunity to do so).

If during the first or second hand, a player has the right on a trick todiscard Active Player Cards other than just the SSP Matching Cards orFirst Letter Capital Matching Cards, and yet the player has fewer ActivePlayer Cards remaining than the number of Active Player Cards that he orshe is permitted to discard, a player can discard the permitted numberof additional cards from the Player Cards dealt for the next hand. Forexample, if the last two Active Player Cards the player has during ahand are both First Letter Capital Matching Cards of the Then Table TopCard played during a trick, a player can discard one of his or herPlayer Cards dealt for the next hand (and all of the Player Cards forthe next hand will be dealt immediately to the player since the playerhas no remaining Active Player Cards).

If during the first or second hand, a player is not able to discard allof his or her Active Player Cards by the time that all of the TableCards are played for that hand, the Active Player Cards that have notyet been discarded remain Active Player Cards, and the player can stillattempt to discard them during remaining hands of the game.

Except where a player has already been dealt his or her Player Cards fora hand ahead of schedule (see above), under all other circumstances(including those discussed in the previous paragraph), the player isdealt his or her new Player Cards for a hand at the beginning of thehand (i.e., when the new Table Cards are dealt for a hand).

Scoring:

To win the game, the player must have 2 or fewer Active Player Cards atthe end of the game. If the player has three Active Player Cards at theend of the game, the player is considered to have tied (rather thanlost).

If a player has 1 Active Player Card by the end of the game, the playerobtains a “Super Win.”

If the player has no Active Player Cards by the end of the game, theplayer obtains the “Ultimate Win.”

GeoPlunge Solo SSP Capital Match LV—1 Player Playing the Game:

With regard to playing the game, all of the rules of GeoPlunge Solo SSPCapital Match SV apply to GeoPlunge Solo SSP Capital Match LV, except asfollows:

In GeoPlunge Solo SSP Capital Match LV, there are three rounds played,with each round being the equivalent of a full game of GeoPlunge SoloSSP Capital Match SV.

The GeoPlunge cards are reshuffled between rounds.

Once a card that is a Table Card during one round is played, it may nolonger be used again in that round (but it will be used in subsequentrounds where it may be a Player Card or a Table Card, depending onwhether it is dealt to the player or onto the table or other playingsurface during the subsequent rounds).

In GeoPlunge Solo SSP Capital Match LV, an Active Player Card is aPlayer Card that has already been dealt to the player during that roundthat has not been discarded on an earlier trick either in that hand oran earlier hand in the round.

Scoring:

For each round in which the player has 3 Active Player Cards remainingat the end of the round, the player receives 10 points for that round.

For each round in which the player has 2 Active Player Cards remainingat the end of the round, the player receives 20 points.

For each round in which the player has 1 Active Player Card remaining atthe end of the round, the player receives 25 points.

For each round in which the player has no Active Player Cards remainingat the end of the round, the player receives 30 points.

A player wins the game if the player has at least 50 points by the endof the game.

A player obtains a “Super Win” if the player has at least 70 points bythe end of the game.

A player obtains the “Ultimate Win” if the player has 90 points by theend of the game.

GeoPlunge Classroom Challenge Games General Rules that Apply to allGeoPlunge Challenge Games

There are many GeoPlunge Classroom Challenge games, including thefollowing variations: GeoPlunge Classroom Championship Challenge,GeoPlunge Classroom Win and Advance Challenge, GeoPlunge Classroom TwoTeam Challenge, and GeoPlunge Classroom Multi-Team Challenge. Both theGeoPlunge cards and the GeoChallenge cards are used in these games. TheGeoPlunge cards and the GeoChallenge cards are shuffled at the beginningof the game. In certain games, they are also shuffled during the game asexplained in the description of the individual games. Each game may beplayed with anywhere from 4 to 100 players. (Note: In other embodimentsnot described below, the number of cards each player receives may differfrom those embodiments described below, the number of opportunities aplayer has to guess another player's card may also vary, as may thenumber of players who have opportunities to guess at a player's card. Inaddition, in some embodiments, country cards (such as GeoPlunge countrycards) are used and in those instances players will try to guess thename of the country card held by other players.)

GeoPlunge Classroom Championship Challenge—4 to 100 Players Playing theGame and Determining the Winner:

If necessary, more than one GeoPlunge deck should be used in this game,depending on how many players are in the game. If there are 25 or fewerplayers, 1 GeoPlunge deck is used. If there are between 26 and 50players, 2 GeoPlunge decks are used. If there are between 51 and 75players, 3 GeoPlunge decks are used. If there are between 76 and 100players, 4 GeoPlunge decks are used.

A player is eliminated from the game when the player does not have anyGeoPlunge cards remaining and is not entitled to receive any bonusGeoPlunge cards (as described below). The last player to have GeoPlungecards remaining is the champion, and the 2^(nd), 3^(rd) and 4^(th) tolast players to have GeoPlunge cards remaining are the “near champions.”

The teacher gives each student a player number so that one student isplayer no. 1, another student is player no. 2, another student is playerno. 3, and so on.

Each player is dealt two GeoPlunge cards. Each player may look at his orher own GeoPlunge cards but may not look at any other player's GeoPlungecards.

For each player, the object of the game is to try to guess what statesare in each of the other players' hands while not having the otherplayers correctly guess what states are held in your hand. As explainedbelow, the GeoChallenge cards determine the clues that are given to helpthe players try to guess the states held in the other players' hands.

Throughout the game, the players take turns being the clue-giver (withplayer no. 1 being the first clue-giver, player no. 2 being the secondclue-giver, and so on). At any time, the clue-giver is the person who isthen giving a clue about one of his or her cards.

For each clue-giver, there is a “Guesser Player.” Except for the playerwho has the highest player number assigned by the teacher, at thebeginning of the game, for each clue-giver, the “Guesser Player” is theplayer whose player number is one higher than the clue-giver's playernumber. For example, at the beginning of the game when player no. 1 isthe clue-giver, player no. 2 is the Guesser Player; when player no. 2 isthe clue-giver, player no. 3 is the Guesser Player; when player no. 3 isthe clue-giver, player no. 4 is the Guesser Player, and so on. At thebeginning of the game, when the player with the highest player numberassigned by the teacher is the clue-giver, player no. 1 is the GuesserPlayer.

The only time the Guesser Player for a clue-giver changes is when eitherthat clue-giver or that Guesser Player is eliminated from the game. Whena player is eliminated from the game, (1) the new Guesser Player, forthe player whose Guesser Player was just eliminated, is the player whowas the Guesser Player for the eliminated player; and, similarly, (2)the new clue-giver, for the player whose clue-giver was just eliminated,is the player who was the clue-giver for the eliminated player. Anexample is helpful here. If player no. 3 is eliminated from the game,thereafter (until player no. 2 or player no. 4 is eliminated) whenplayer no. 2 is the clue-giver, the Guesser Player for player no. 2 isplayer no. 4. If later in the game, player no. 4 is also eliminated fromthe game, the new Guesser Player when player no. 2 is the clue-giver isplayer no. 5.

To start the game, player no. 1 is the first clue-giver and player no. 2is the first Guesser Player. Immediately after a player is the GuesserPlayer, that player becomes the next clue-giver. Therefore, after playerno. 1 is the clue-giver, player no. 2 will be the next clue-giver (andplayer no. 3 will then be the Guesser Player), and so on. If a playerthat is the Guesser Player is eliminated from the game, the player whowould have been the next Guesser Player (were that other player not justeliminated) becomes the next clue-giver.

In this game, a player is only entitled to receive a bonus GeoPlungecard where the player otherwise meets the conditions to receive a bonusGeoPlunge card and the player is still in “First Phase.” A player is inFirst Phase only where the player still has one or both of his originalGeoPlunge cards. (A player that loses both of his original GeoPlungecards is never considered to be in First Phase again during the game,including even where he or she receives one of his or her originalGeoPlunge cards again as a bonus GeoPlunge card.)

Where a player is entitled to receive one or more bonus GeoPlunge cards,the player shall receive those cards only at the time—and notbefore—that the player loses the last to be lost of his or her twooriginal GeoPlunge cards dealt to the player. Accordingly, immediatelyafter a player has lost both of his or her original GeoPlunge cards,where such player is entitled to receive one or more bonus GeoPlungecards, the GeoPlunge cards then not in use are reshuffled and the playeris dealt the bonus GeoPlunge cards (which are the then top GeoPlungecards in the deck after the reshuffling).

At any time, if a player who is permitted to guess at the clue-giver'scard guesses the state of that card correctly, the clue-giver must putthat card back into the GeoPlunge deck.

Once a player loses both of his or her original GeoPlunge cards dealt,that player remains in the game only if by then the player is entitledto receive one or more bonus GeoPlunge cards (as explained below).

At any time during a game, if a player other than the clue-giver must“Discard,” that means the player must put one of the GeoPlunge cards inhis or hand back into the GeoPlunge deck. If the player has more thanone GeoPlunge card at that time, the player can decide which card todiscard. If the player has only one card remaining at that time prior tothe Discard, the player is eliminated from the game unless the player isentitled to receive any bonus GeoPlunge cards (see below).

For each player, when it is that player's turn to be a clue-giver, themanner in which the game is played varies depending upon whether it is a“Starting Turn” for that clue-giver or a “Repeat Turn” for thatclue-giver, as those terms are defined below.

For each player, it is a Starting Turn for that player the first timeduring the game that the player is a clue-giver. For each player, it isalso a Starting Turn for that player each time during the game that itis the player's turn to be the clue-giver where the player no longer hasthe card in which he or she gave clues on during the immediatelypreceding time that player was the clue-giver (either because that cardwas correctly guessed by another player or the player otherwise hassince chosen or been forced to Discard that card).

For each player, it is a Repeat Turn for that player any time that theplayer is a clue-giver in which it is not a Starting Turn for thatplayer.

Throughout the game, whoever's turn it is to be the Guesser Player picksthe then top GeoChallenge card from the GeoChallenge card deck and readsthat card for everyone to hear. A GeoChallenge card is placed face-upafter it has been used, and the GeoChallenge card deck is reshuffledeach time after all of the GeoChallenge cards have been used.

Throughout the game, after the Guesser Player picks the then topGeoChallenge card from the GeoChallenge card deck, the clue-giver givesa clue about one of his or her GeoPlunge cards (which clue is determinedby the GeoChallenge card chosen). Some GeoChallenge cards indicateexactly what clue is to be given, other cards give the Guesser Playersome option as to what clue to receive, and others give the clue-giver(referred to as the “Opponent” in the GeoChallenge cards) some option asto what clue to give.

Throughout the game, after the Guesser Player receives a clue from theclue-giver, the Guesser Player will try to guess the state of theclue-giver's card. Where the GeoChallenge card says “No Clue,” thatstill counts as a clue for the “Guesser Player.”

During each Starting Turn for a clue-giver, when the clue-giver isgiving his or her first clue during that turn, the clue-giver (if he orshe has more than one card in his or her hand at that time) may selectwhich of the GeoPlunge cards in his or her hand to give the clue about,and may make this selection after the GeoChallenge card is read by theGuesser Player. Thereafter, for the remainder of the Starting Turn andany Repeat Turns, that clue-giver must give clues only about that sameGeoPlunge card until another player correctly guesses the state of thatcard or the player otherwise has chosen or been forced to Discard thatcard. Whenever a clue-giver has more than one choice of which clue togive, the clue-giver must, if possible, give a clue that he or she hasnot given before for that GeoPlunge card during that game.

During each Starting Turn for a clue-giver, if the Guesser Playerguesses the state of the clue-giver's card correctly after receiving thefirst clue, the Guesser Play is entitled to a bonus GeoPlunge card ifthe Guesser Player is still in First Phase.

During each Starting Turn for a clue-giver, if the Guesser Playerguesses incorrectly after receiving the first clue a clue-giver givesabout a GeoPlunge card, the Guesser Player picks the next topGeoChallenge card from the GeoChallenge card deck and the clue-givergives the Guesser Player another clue as to that same GeoPlunge card(which clue is based on the new GeoChallenge card picked).

After the Guesser Player receives the second clue about the card duringa Starting Turn, the Guesser Player tries to guess the state of theclue-giver's card again. If the Guesser Player guesses incorrectly afterthe second clue during a Starting Turn, the Guesser Player must“Discard.”

During a Repeat Turn, the clue-giver must give one (not two) clues aboutthe same card which no one guessed correctly during the Starting Turnand prior Repeat Turns, if any, which clue given will be determined bythe GeoChallenge card then selected during that Repeat Turn by theGuesser Player for that clue-giver. On a Repeat Turn, the Guesser Playeris not entitled to receive a bonus GeoPlunge card if the Guesser Playerguesses correctly. On a Repeat Turn, if the Guesser Player guessesincorrectly after receiving the first clue during the Repeat Turn, theguesser player must Discard. Therefore, unlike during a Starting Turn,during a Repeat Turn, the Guesser Play receives only one clue.

During any Starting Turn in which the Guesser Play guesses incorrectlyon both of his or her guesses, and during any Repeat Turn in which theGuesser Player guesses incorrectly on his or her one guess, except asprovided below, each other player (beginning with the player who will bethe next Guesser Player, followed by the player who would be thesubsequent Guesser Player and so on) has an option to guess at that sameGeoPlunge card (but does not receive any further clues) that the GuesserPlayer did not guess correctly, except that no more than two otherplayers may take guesses at the card during any turn for a clue-giver.If a player opts to guess at the card and guesses incorrectly, thatplayer must Discard. If a player opts to guess at the card and guessescorrectly, that player is entitled to a bonus GeoPlunge card if thatplayer is still in the First Phase. Where multiple decks are used, aplayer who is not the Guesser Player may not seek to guess the state ofthe clue-giver's card if that player knows or should know that he or sheis also holding that same state card in his or her hand.

Where a player guesses the state of a card in the clue-giver's hand thatis not the card for which the clue was given, that is considered anincorrect guess. For example, if a clue-giver has Arkansas and Wyomingin his or her hand, and gives a clue about Arkansas, and the GuesserPlayer or another player guesses Wyoming, that is considered anincorrect guess.

No player may talk during this game except where it is that player'sturn to guess or give a clue. Any player that violates the rule mustDiscard, or, at the teacher's discretion, is eliminated from the game.

GeoPlunge Classroom Win and Advance Challenge—4 to 100 Players Playingthe Game and Determining the Winner:

The teacher divides the class into either 2, 3, 4, 5 or 6 groups withthe same number of players in each group, or at most some groups havingone more player than the other groups. The teacher determines the numberof groups into which the players are divided.

For each group, there is a “Challenge Round”, with group no. 1 playingthe first Challenge Round, group no. 2 playing the second ChallengeRound and so on.

During each group's Challenge Round, a player from a different group,chosen by the teacher, is the “moderator” for that Challenge Round.

During a Challenge Round, the moderator takes the top three cards in theGeoPlunge deck and looks at them. The moderator does not show the cardsto any other player. The moderator then discards two of the cards andkeeps one card. The card kept by the moderator is the “Selected Card.”

The moderator then takes the top card in the GeoChallenge deck and readsit for everyone to hear. Some GeoChallenge cards indicate exactly whatclue is to be given, other cards give the players guessing some optionas to what clue to receive, and others give the moderator (referred toas the “Opponent” in the GeoChallenge cards) some option as to what clueto give.

If the GeoChallenge card gives the moderator an option as to what clueto give, the moderator makes the decision as to which clue to give. Ifthe GeoChallenge card give the players some option as to what clue toreceive (such GeoChallenge cards begin with the word “Choose”), themoderator will select one player from the group of players competing inthat Challenge Round to determine the clue to be given (the moderatorcannot choose the same player twice in a round to decide the clue to begiven, unless all other players have already been chosen once duringthat round to decide what clue to be given).

After it is determined what clue is to be given, the moderator givesthat clue for the Selected Card.

The first player in the group to guess the state of the Selected Cardwins the Challenge Round. However, if a player guesses incorrectly, thatplayer is eliminated from the Challenge Round (except that player cancompete for second place in the Challenge Round if the teacher allows asecond place competition for each Challenge Round).

The teacher should decide how it will be determined which player guessesfirst. For example, the teacher could decide the players will simplycall out the state as quickly as they can if they believe they know thecorrect answer and whoever says it first (remember, players have onlyone guess) wins the Challenge Round, or the teacher could decide theplayers will raise their hands as quickly as they can if they believethey know the answer and whoever raises their hand first guesses first,followed by whoever raises their hand second, and so forth. The teachermay also choose any other method he or she desires to make thisdetermination.

If no player competing in the Challenge Round guesses the Selected Cardstate correctly after the first clue, those players still competing inthat Challenge Round (i.e., those who were not eliminated by guessingincorrectly), will receive a second clue (which will be determined bythe moderator choosing the next GeoChallenge card in the deck and thengiving a clue based on that GeoChallenge card).

This process continues until a player guesses the Selected Cardcorrectly (in which case that player wins the Challenge Round) or everyplayer but one has guessed incorrectly (in which case that remainingplayer wins the Challenge Round), except that if more than one player isremaining after four clues have been given and all guesses have beenmade by any player competing in that Challenge Round who wishes toguess, all players competing in that Challenge Round will be consideredto have lost that Challenge Round.

For each group, whichever player wins the Challenge Round for that groupbecomes a Finalist, and competes in the Championship Round.

If a teacher wishes, after a player wins a Challenge Round, the samegroup competing in that Challenge Round (except for the player that won)can continue the Challenge Round (with the new moderator being thechampion of that Challenge Round) to see who comes in second place inthe Challenge Round. The same rules apply that applied in the initialphase of the Challenge Round (i.e., the moderator takes the next threecards in the GeoPlunge deck and looks at them without showing the cardsto any other player; the moderator then discards two of the cards andkeeps one card called the Selected Card; and the players still competingin that Challenge Round try to guess the Selected Card based on cluesthey receive, which are determined by the GeoChallenge cards picked bythe moderator). Under that scenario, whoever wins the continuation ofthe Challenge Round (i.e., comes in second place in the entire ChallengeRound) is also a Finalist and competes in the Championship Round.

After each Challenge Round, both the GeoPlunge cards and theGeoChallenge cards are reshuffled.

After all of the Challenge Rounds are played, the teacher chooses a newmoderator for the Championship Round, and all Finalists compete in thatround. That round is played the same way that the Challenge Rounds wereplayed. The winner of the Championship Round is the champion. If theteacher wishes, once a champion is determined the champion can becomethe new moderator and all other Finalists can continue the ChampionshipRound to determine who finishes in second place, using the same rulesthat were used to determine the champion.

No player may talk during this game except where expressly permitted bythe rules. Any player that violates this rule should be penalized oreliminated from the game at the teacher's discretion.

GeoPlunge Classroom Two Team Challenge: 4 to 100 Players Playing theGame:

The teacher divides the class into two teams with the same number ofplayers on each team, or one team having at most one more player thanthe other team.

This game is played one round at a time. For the first round, one team(chosen by the teacher) deals itself and the other team three GeoPlungecards. For each round thereafter, whichever team wins the round is thedealer for the next round.

For each team, the object of the game is to correctly guess all threestates in the other team's hand before the other team correctly guessesall three states held in your team's hand.

After each team is dealt three GeoPlunge cards, the teams give eachother clues about the GeoPlunge cards in their hands, and theGeoChallenge cards determine the clues that are given.

The teams take turns picking the top card in the GeoChallenge card deck.The team whose turn it is to guess picks and reads the GeoChallengecard. Some GeoChallenge cards indicate exactly what clue is to be given,other cards give the guessing team some option as to what clue toreceive, and others give the team giving the clues (referred to as the“Opponent” in the GeoChallenge cards) some option as to what clue togive. A GeoChallenge card is placed at the bottom of the deck after itis used.

Each round, the team that is the dealer gives the first clue.

For each team, the first time in a round that the team gives a clueabout one of their GeoPlunge cards, the team may select which of thethree GeoPlunge cards to give the clue about, and may make thisselection after the GeoChallenge card is read by the other team.Thereafter, the team must give clues only about that same GeoPlunge carduntil the other team correctly guesses the state of that card or theround is over. Once the state of a card is correctly guessed, the samerules apply to the second card in the clue-giver team's hand for whichclues will be given.

Whenever a team giving clues has more than one choice of which clue togive, the team must, if possible, give a clue that they have not givenbefore for that GeoPlunge card during that round.

Where a team guesses the state of a card in the other team's hand thatis not the card for which the clue was given, that is considered anincorrect guess. For example, if a team has Arkansas, California andWyoming in their hand, and they give a clue about Arkansas, and theother team guesses California or Wyoming, that is considered anincorrect guess.

The GeoPlunge cards and the GeoChallenge cards are reshuffled after eachround.

Whenever more than one player on a team wishes to take an action onbehalf of a team (e.g., guessing the answer, determining which clue toreceive, determining which clue to give, or determining which card onwhich to give the clue), either the teacher (or the team captain if theteacher wishes to appoint team captains) will make the decision as towhich player will act on behalf of the team at that time.

Scoring:

The first team to guess all three of the other team's GeoPlunge cardscorrectly in a round receives 10 points.

Fifteen bonus points are awarded if the team that wins the roundcorrectly guesses all three of the other team's GeoPlunge cards beforethe other team has correctly guessed any of the winning team's GeoPlungecards.

The first team to reach 50 points wins the game.

GeoPlunge Classroom Multi-Team Challenge: 4 to 100 Players Playing theGame:

All of the rules of GeoPlunge Classroom Two Team Challenge apply, exceptas follows.

The teacher divides the class into 3, 4, 5 or 6 teams (whichever numberof teams the teacher chooses) with the same number of players on eachteam, or some teams at most having one more player than the other teams.

Each round, the team that is the dealer will be the first clue-giver,followed by the team to the left of the dealing team, followed by theteam second to the left of the dealing team, and so on.

Each team other than the team that is at that time the clue-giver getsto guess what the clue-giver team's card is until one of the other teamsguesses correctly or each team has had a chance to guess. If each teamguesses incorrectly, that same GeoPlunge card will be guessed at nexttime by each team when it is the clue-giver team's turn to give a clueagain, which turn will occur once all of the other teams have had theirnext turn giving a clue on one of their GeoPlunge cards.

The team to the immediate left of the clue-giver team picks theGeoChallenge card, is the first team to guess, and where the guessershave some choice as to what clue to receive based on the GeoChallengecard picked, is also the team that determines the clue for the guessersto receive (i.e., each team does not get to pick a separate GeoChallengecard; instead the teams guessing make their guess based on theGeoChallenge card picked by the team to the immediate left of theclue-giver team).

Once all of a team's GeoPlunge cards have been guessed correctly in around, that team may no longer give clues but may still guess as to theGeoPlunge cards other team have. The winning team for a round is thelast team to have any GeoPlunge cards remaining.

Scoring:

The team that wins the round receives 15 points, except that if thatteam has all three GeoPlunge cards remaining when every other team hasnone, that team receives 15 bonus points.

The next to last team to have any GeoPlunge cards remaining receives 8points, and where there are four or more teams in the game, the third tolast team to have any GeoPlunge cards remaining receives 3 points.

The first team to reach 50 points wins the game.

GeoPlunge Classroom Quick Series Games General Rules that Apply to allGeoPlunge Classroom Quick Series Games

There are 5 GeoPlunge Classroom Series games: GeoPlunge Classroom QuickBorder Series, GeoPlunge Classroom Quick SSP Series, GeoPlunge ClassroomQuick First Letter Capital Series, GeoPlunge Classroom Quick SameRelations Capital Series, and GeoPlunge Classroom Quick Mixed Series.Only the GeoPlunge cards are used in these games. Each of these gamesmay be played with anywhere from 10 to 100 players. (Note: in othervariations of these games, the players may be dealt any different numberof cards so long as each player is dealt at least two cards and all theplayers, other than the player to the dealer's left who receives onemore card than the other players, receive the same number of cards.Where the cards used are the GeoPlunge country cards, these same typesof games described below (which descriptions are based on use of thestate cards) may be played and the types of groups that may be formedare, for example, the types of groups that may be formed for thoseGeoPlunge Series games described earlier that use country cards, such asthe GeoPlunge country cards.)

Playing the Games:

With two exceptions (described below), the players are divided intoteams of 5 to 7 players each. Every team should have the same number ofplayers, but if that is not possible then at most some teams should haveone more player than the other teams.

If necessary, more than one GeoPlunge deck should be used, depending onhow many players are in the game. If there are 16 or fewer players, 1GeoPlunge deck is used. If there are between 17 and 33 players, 2GeoPlunge decks are used. If there are between 34 and 50 players, 3GeoPlunge decks are used. If there are between 51 and 66 players, 4GeoPlunge decks are used. If there are between 67 and 83 players, 5GeoPlunge decks are used. If there are between 84 and 100 players, 6GeoPlunge decks are used.

A game consists of 4 rounds, played one round at a time. The GeoPlungecards are shuffled at the beginning of the game and after each round.

Players on the same team should be in close proximity to each other(i.e., sitting or standing right near each other) while the game isplayed.

For each round, each player is dealt 3 GeoPlunge cards. No player maylook at any of his or her cards (or anyone else's cards) until allplayers have been dealt their cards and the teacher says the “StartingWords” (which are different for each game; see under specific gamedescriptions below the Starting Words for each game). Once the teachersays the Starting Words, the players may look at their own cards andtheir teammates' cards, but not look at the cards of players on otherteams. Players may talk to other players on their team throughout eachround but may not talk to players on other teams.

Under no circumstances may a player give to any other player (includinga player on his or her own team) or trade with any other player(including a player on his or her own team) any of that player's cards.If a player does so, his or her team automatically loses the round.(Teachers, if they wish to do so, may decide not to enforce this rule.)

In each round, a player can only use one of his cards during that round(the “Selected Card” for that player), and each player may make thedetermination of which card to use at any time during the round. (Inother variations, a player may be permitted to use more than one, oreven all, of his or her cards (which each would be Selected Cards).Also, in other variations, the teacher may decide to increase ordecrease the number of cards needed in the group.)

If multiple decks are used, two or more players on the same team cannotchoose the same state during a hand to be each player's Selected Card.For example, if two teammates are both dealt the Texas GeoPlunge cardduring a hand, at most one of those players can use the Texas card asthat player's Selected Card for that hand.

The way in which a team wins a round differs for each game (see specificgame descriptions below for how a team wins a round in that game).

The teacher will decide how a team announces it has won a round. It canbe announced by having the team captain (which should vary per round)raise his or her hand, by having the team captain be the first teamcaptain to sit in the “winning seat” in that round (which may be a chairchosen by the teacher to be used as the winning seat), or by any othermethod the teacher chooses.

Once a team announces it has won a round, all other teams must stoptalking, and the team that announces it won must immediately show it hasdone so. If it has incorrectly announced it has won the round or cannotimmediately show that it has won the round, that team automaticallyloses the round, and the other team wins the round (unless there is morethan one other team remaining in which case the other teams continue theround, communicating once again among teammates).

If after 3 minutes (or any other period of time chosen by the teacher),no team has accurately announced that it has won the round, the teacherwill announce that this round ended in a tie.

Scoring:

The winning team is team that has the most points at the end of thegame.

All of the other scoring rules are game specific (see specific gamedescriptions below)

Specific Rules for each GeoPlunge Classroom Series Game will now bedescribed in detail.

GeoPlunge Classroom Quick Border Series—14 to 100 Players Playing theGame:

To begin each round, the teacher says the “Starting Words,” which forGeoPlunge Classroom Quick Border Series is “GeoPlunge Borders.”

In GeoPlunge Classroom Quick Border Series, to win the round a team mustbe the first team to accurately announce that it has a “3 Border Group”(as defined below).

A “3 Border Group” is a group of three players in which one player'sSelected Card is a border state of each of the other two players'Selected Cards.

Scoring:

During the first two rounds, the team that wins the round receives 10points. During the first two rounds, if the winning team has a “has a 3All (defined below) it receives 5 bonus points.

During the third and fourth rounds, the team that wins the roundreceives 20 points. During those rounds, if the winning team has a “3All” (defined below) it receives 10 bonus points.

A 3 All is a group of 3 players where each player's Selected Card is aborder state of each of the other two player's Selected Cards.

GeoPlunge Classroom Quick SSP Series—14 to 100 Players Playing the Game:

To begin each round, the teacher says the “Starting Words,” which forGeoPlunge Classroom Quick SSP Series is “GeoPlunge SSP.”

In GeoPlunge Classroom Quick SSP Series, to win the round a team must bethe first team to accurately announce that it has a “3 SSP Group” (asdefined below).

A “3 SSP Group” is a group of three players in which those threeplayers' Selected Cards have successive ranks of Size, have successiveranks of Statehood, or have successive ranks of Population.

Scoring:

During the first two rounds, the team that wins the round receives 10points. During the first two rounds, if the winning team has a “3 ZoneAll” (defined below) it receives 5 bonus points.

During the third and fourth rounds, the team that wins the roundreceives 20 points. During those rounds, if the winning team has a “3Zone All” (defined below) it receives 10 bonus points.

A 3 Zone All is where all 3 Selected Cards in the 3 SSP Group areconsidered to be in the same time zone for the purposes of this game(see no. 4 below). That is, all of the states in that group must havecolor coded borders at the top of the card that all are red, or that allare green, or that are all are blue, or that all are purple.

The color coded border at the top of the GeoPlunge cards is red foreastern time zone states, green for central time zone states, blue formountain time zone states and purple for Alaska, Hawaii and pacific timezone states (referred to as the pacific/other time zone for purposes ofthis game). For purposes of playing this game, if a state is located intwo time zones, the state is considered to be in, and the color codedborder reflects, the time zone most of the state is located in. (Theportion of the state not in that time zone is shaded a different colorin the state's picture near the bottom of the card so that the player isaware that the state is in two time zones, although that will not impactthe playing of the game).

GeoPlunge Classroom Quick First Letter Capital Series—14 to 100 PlayersPlaying the Game:

To begin each round, the teacher says the “Starting Words,” which forGeoPlunge Classroom Quick Capital Series is “GeoPlunge Capitals.”

In GeoPlunge Classroom Quick Capital Series, to win the round a teammust be the first team to accurately announce that it has a “3 SameFirst Letter Capitals Group” (as defined below).

A “3 Same First Letter Capitals Group” is a group of three players whoseSelected Cards have state capitals that all begin with the same firstletter.

Scoring:

During the first two rounds, the team that wins the round receives 10points. During the first two rounds, if the winning team's winning groupconsists of cards that all have state capitals beginning with the letterD, or that all have state capitals beginning with the letter J, or thatall have state capitals beginning with the letter L, or that all havestate capitals beginning with the letter M, or that all have statecapitals beginning with the letter P, or that all have state capitalsbeginning with the letter T, the team receives 5 bonus points.

During the third and fourth rounds, the team that wins the roundreceives 20 points. During those rounds, if the winning team's winninggroup consists of cards that all have state capitals beginning with theletter D, or that all have state capitals beginning with the letter J,or that all have state capitals beginning with the letter L, or that allhave state capitals beginning with the letter M, or that all have statecapitals beginning with the letter P, or that all have state capitalsbeginning with the letter T, the team receives 10 bonus points.

GeoPlunge Classroom Quick Same Relations Capital Series—14 to 100Players Playing the Game:

To begin each round, the teacher says the “Starting Words,” which forGeoPlunge Classroom Capital Series is “GeoPlunge Capitals.”

In GeoPlunge Classroom Capital Series, to win the round a team must bethe first team to accurately announce that it has a “3 Same RelationsCapital Group” (as defined below).

A “3 Same Relations Capital Group” is a group of three players whoseSelected Cards are each the same in relation to the Top 3 Cities fortheir respective states (which is called “Same Relation Capitals”). Thatis, all of the cards in a 3 Same Relations Capital Group must be suchthat (a) all of the state capitals are Red Top Cities (which are called“Red Top City Capitals”); or (b) all of the state capitals are Blue TopCities (which are called “Blue Top City Capitals”); or (c) all of thestate capitals are Green Top Cities (which are called “Green Top CityCapitals”); or (d) none of the state capitals is a Red Top City, BlueTop City or a Green Top City (which are called “No Top City Capitals”).

Scoring:

During the first two rounds, the team that wins the round receives 10points. During the first two rounds, if the winning team has Green TopCity Capitals as its 3 Same Relations Capital Group it receives 5 bonuspoints.

During the third and fourth rounds, the team that wins the roundreceives 20 points. During those rounds, if the winning team has GreenTop City Capitals as its 3 Same Relations Capital Group it receives 10bonus points.

GeoPlunge Classroom Quick Mixed Series—14 to 100 Players Playing theGame and Scoring:

A game consists of 4 rounds, played one at a time.

For the 1^(st) round, all of the rules for playing the game and scoringof GeoPlunge Classroom Quick Border Series apply.

For the 2^(nd) round, all of the rules for playing the game and scoringof GeoPlunge Classroom Quick SSP Series apply.

For the 3^(rd) round, all of the rules for playing the game and scoringof GeoPlunge Classroom First Letter Capital Series apply.

For the final round, all of the rules for playing the game and scoringof GeoPlunge Classroom Same Relations Capital Series apply.

GeoPlunge Classroom Junior Games GeoPlunge Classroom Junior MatchGame—14 to 50 Players

Only the GeoPlunge cards are used in this game, and the GeoPlunge cardsare reshuffled after every hand. This game can be played with anywherefrom 14 to 50 players. (Note: In other embodiments of this game,students may be dealt more than one card each, or may be dealt countrycards (such as GeoPlunge country cards) in which case the matches willrelate to the type of matches used in those GeoPlunge Match games thatuse country cards.

Playing the Game and Scoring:

For this game, the teacher divides the class into teams, and, ifpossible, every team should have the same number of players, whichnumber of players per team should be between 7 and 10 (and the teachershould make the decision as to whether the number of players on eachteam are 7, 8, 9, or 10 based on the goal of having each team have thesame number of players). If it is impossible for each team to have thesame number of players (which will be the case if there are 23 playersplaying, for example), then each hand the team or teams with one extraplayer will have a player sit out that hand (and it should be adifferent player each time so that no player should be sitting out veryoften).

The teacher will give each team a team number, such that one team willbe team no. 1, another team will be team no. 2 and so forth. Before eachhand begins, players on the same team should be in close proximity toeach other (i.e., sitting or standing right near each other). Inaddition, each team should be placed in close proximity to the team thatis one team number higher or lower than them.

This game is played one hand at a time. Team no. 1 is the dealer for thefirst hand. Thereafter, whichever team wins the hand is the team thatdeals on the next hand.

For each hand, one of the players on the team whose turn it is to be thedealer deals each player one GeoPlunge card (other than a player thatmay be sitting out that hand if one or more teams has an extra player).Team members should look at each other's cards, but no player shouldshow his or her card to a player on another team.

For each hand, the number of tricks played during the hand equals thenumber of players playing for each team. For example, there will be 8tricks per hand if there are 8 players on each team playing during ahand.

A trick consists of one player on each team, one at a time, playing hisor her GeoPlunge card. A player plays his or her GeoPlunge card bywalking to the front of the room, or other area of open space designatedby the teacher, holding his or her GeoPlunge card for everyone to seewith the teacher (or the student if the student is able) reading thename of the state on the card for everyone to hear.

On the first trick of each hand, the team that was the dealer for thathand will be the first team to have a player play his or her GeoPlungecard on that trick (this is called leading). Thereafter, for each othertrick of a hand, the team that will lead on that trick (i.e., the firstteam to have a player play his or her GeoPlunge card on that trick) willbe whichever team won the immediately preceding trick.

For each trick, after the team leading on the trick plays a card, thenext team to play a card is the team whose team number is one numberhigher than the team that led, and the following team to play a cardwill be the team whose team number is one number higher than the secondteam to have thrown a card on that trick, and so on, except that afterthe team with the highest team number plays a card, the next team toplay a card is team no. 1. For example, if team no. 3 leads on a trickand there are five teams in the game, team no. 4 will play a card next,followed by team no. 5, followed by team no. 1, followed by team no. 2.

For each trick, each team can play any card then remaining in thatteam's hand (a team cannot play any card that the team has alreadyplayed on a prior trick in that hand; that is, each player will play hisor her card on exactly one trick during the hand).

If there is any disagreement among team members as to which card shouldbe played by the team on a trick, either the teacher will decide whichcard will be played (or, if there is a team captain, the team captainwill decide). Where there is a team captain, the player who is the teamcaptain should alternate after each hand.

After each trick, each of the players who played a card during thattrick should sit or stand in a group together in a location near theteam that won the trick so that everyone will remember which team wonthat trick.

The team that leads on a trick will win the trick only if none of theother teams play a card on that trick in which the color coded border atthe top of the card played is the same color as the color coded borderat the top of the card led on that trick. (The color coded border at thetop of the GeoPlunge cards is red for eastern time zone states, greenfor central time zone states, blue for mountain time zone states andpurple for Alaska, Hawaii and pacific time zone states (referred to asthe pacific/other time zone for purposes of this game). For purposes ofplaying this game, if a state is located in two time zones, the state isconsidered to be in, and the color coded border reflects, the time zonemost of the state is located in. (The portion of the state not in thattime zone is shaded a different color in the state's picture near thebottom of the card so that the player is aware that the state is in twotime zones, although that will not impact the playing of the game)).

If only one team, who did not lead on the trick, plays a card on thetrick in which the color coded border at the top of the card played isthe same color as the color coded border at the top of the card led,that team wins the trick. If two or more teams play such a card on thetrick, the last team to play such a card on the trick wins the trick.

The team that wins the most tricks during the hand wins the hand. If twoor more teams tie for the most tricks won during a hand, the team thattook the last trick among the teams that tied, wins the hand. Whicheverteam wins the hand receives 10 points.

Where there are exactly two teams, if one team wins all but one or twoof the tricks during a hand, that team is considered to have a “superwin” for that hand. Where there are three or more teams, if one teamwins the majority of tricks during the hand, that team is considered tohave a “super win” for that hand. If a team has a “super win” for ahand, that team receives 10 bonus points (i.e., 20 points total).

If one team wins all of the tricks during the hand, that team isconsidered to have the “ultimate win” for that hand. If a team has an“ultimate win” for a hand, that team receives 30 bonus points (i.e., 40points total).

The first team to reach 50 points wins the game (or, if the teacherprefers, whichever team has the most points at the time the teacherdecides the game has ended wins the game).

GeoPlunge Classroom Junior Series Game: 14 to 100 Players

Only the GeoPlunge cards are used in this game. This game may be playedwith anywhere from 14 to 100 players. In other embodiments of this game,different numbers of GeoPlunge cards may be used or dealt or needed toform groups (and the number of groups necessary may be different), andin some embodiments country cards (such as GeoPlunge country cards) areused in which instance groupings may be based on continents instead oftime zones.

Playing the Game:

With two exceptions (described below), the players are divided intoteams of 9 to 12 players each. Every team should have the same number ofplayers, but if that is not possible then at most a team should have onemore player than the other teams.

Unless there are fewer than 18 players in the game (in which case atleast 1 team will have 8 players or less), no team should have less than9 players. Unless there are exactly 25 or 26 players (in which case atleast 1 team will have 13 players), no team should have more than 12players.

If there are 26 or fewer players, the teacher should divide the classinto 2 teams. If there are more than 26 players, the teacher shoulddivide the class into the greatest number of teams that are possiblewith at least 9 players being on each team. Therefore, there would be 3teams if there are between 27 and 35 players; 4 teams if there arebetween 36 and 44 players; 5 teams if there are between 45 and 53players; and so on.

If necessary, more than one GeoPlunge deck should be used, depending onhow many players are in the game. If there are 25 or fewer players, 1GeoPlunge deck is used. If there are between 26 and 50 players, 2GeoPlunge decks are used. If there are between 51 and 75 players, 3GeoPlunge decks are used. If there are between 76 and 100 players, 4GeoPlunge decks are used.

A game consists of 4 rounds, played one round at a time. The GeoPlungecards are shuffled at the beginning of the game and after each round.

Players on the same team should be in close proximity to each other(i.e., sitting or standing right near each other) while the game isplayed.

For each round, each player is dealt 2 GeoPlunge cards. No player maylook at any of his or her cards (or anyone else's cards) until allplayers have been dealt their cards and the teacher says “GeoPlunge TimeZones.” Once the teacher says GeoPlunge Time Zones, the players may lookat their own cards and their teammates' cards, but not at the cards ofplayers on other teams. Players may talk to other players on their teamthroughout each round but may not talk to players on other teams.

Under no circumstances may a player trade any cards with any otherplayer (including a player on his or her own team). If a player does so,his or her team automatically loses the round. (Teachers may, if theywish, disregard this rule.)

In each round, a player can only use one of his cards during that round(the “Selected Card”), and each player may make the determination ofwhich card to use at any time during the round. Where multiple decks areused, two players on the same team who were each dealt the same card(e.g., they were both dealt the California card) cannot both choose thatcard to be the Selected Card.

To win the round, a team must be the first team to accurately announcethat it has a “4 Time Zone Group” and a “3 Time Zone Group” (as each aredefined below).

A “4 Time Zone Group” is a group of four players in which those fourplayers' Selected Cards all have the same color coded border at the topof the card. (The color coded border at the top of the GeoPlunge cardsis red for eastern time zone states, green for central time zone states,blue for mountain time zone states and purple for Alaska, Hawaii andpacific time zone states (referred to as the pacific/other time zone forpurposes of this game). For purposes of playing this game, if a state islocated in two time zones, the state is considered to be in, and thecolor coded border reflects, the time zone most of the state is locatedin. (The portion of the state not in that time zone is shaded adifferent color in the state's picture near the bottom of the card sothat the player is aware that the state is in two time zones, althoughthat will not impact the playing of the game)).

A “3 Time Zone Group” is a group of three players in which those threeplayers' Selected Cards all have the same color coded border at the topof the card.

No player's Selected Card can be used in both groups.

To win a round, a team must not only have a 4 Time Zone Group and a 3Time Zone Group but in addition (1) the color coded border at the top ofeach of the cards in the 4 Time Zone Group must be different than thecolor coded border of each of the cards in the 3 Time Zone Group; and(2) at least one of the two groups must have color coded borders thatare all blue or that are all purple.

The teacher will decide how a team announces it has won a round. It canbe announced by having the team captain (which should vary per round)raise his or her hand, by having the team captain be the first teamcaptain to sit in the “winning seat” in that round (which may be a chairchosen by the teacher to be used as the winning seat), or by any othermethod the teacher chooses.

Once a team announces it has won a round, all other teams must stoptalking, and the team that announces it won must immediately show it hasdone so. If it has incorrectly announced it has won the round or cannotimmediately show that it has won the round, that team automaticallyloses the round, and the other team wins the round (unless there is morethan one other team remaining in which case the other teams continue theround, communicating once again among teammates).

If after 3 minutes (or any other period of time chosen by the teacher),no team has accurately announced that it has won the round, the roundends in a tie.

Scoring:

During the first two rounds, the team that wins the round receives 10points. During the first two rounds, if the 4 Time Zone Group for thewinning team for the round consists of Selected Cards that all havepurple color coded borders at the top, that team receives 10 bonuspoints, and if the 4 Time Zone Group for the winning team consists ofSelected Cards that all have blue color coded borders at the top, thatteam receives 5 bonus points.

During the third and fourth rounds, the team that wins the roundreceives 20 points. During the third and fourth rounds, if the 4 TimeZone Group for the winning team for the round consists of Selected Cardsthat all have purple color coded borders at the top, that team receives20 bonus points, and if the 4 Time Zone Group for the winning teamconsists of Selected Cards that all have blue color coded borders at thetop, that team receives 10 bonus points.

The winning team is the team that has the most points at the end of thegame.

Example embodiments of the present invention have now been described inaccordance with the above advantages. It will be appreciated that theseexamples are merely illustrative of the invention. Many variations andmodifications will be apparent to those skilled in the art.

1. A method for playing a card game by at least one player, comprising:assigning at least one of a plurality of geopolitical entity cards froma set of geopolitical cards to each one of the at least one player, suchthat each of the at least one player has a player hand, wherein said setof geopolitical cards includes said plurality of geopolitical entitycards and a plurality of query cards; providing a query to a playerselected from the at least one player, the query being selected from theplurality of query cards; and receiving a response to the query, theresponse being obtained from a selected card from the card hand of theselected player.
 2. The method of claim 1, further comprising: receivinga proposed geopolitical entity in response to the query response.
 3. Themethod of claim 1, further comprising: assigning a score to each player.4. The method of claim 1, wherein each of the plurality of geopoliticalcards has an associated geopolitical entity and at least two categoriesof information associated with the geopolitical entity, and wherein theset includes a plurality of category cards, each of the category cardshaving a category corresponding to a category of the geopolitical entitycards, the method further comprising: selecting a category ofinformation using a card selected from the plurality of category cards;and determining information for the selected category for at least onecard from a player hand.
 5. The method of claim 4, further comprising:determining the information for the selected category for at least asecond geopolitical entity card; and comparing the determinedinformation for the at least one card from a player hand to thedetermined information for the at least a second geopolitical entitycard.
 6. The method of claim 5, further comprising: determining awinning card based on the comparison of the determined information forthe at least one card from the player hand and the determinedinformation for the at least a second geopolitical entity card.
 7. Themethod of claim 6, wherein the winning card is contained in a playerhand for one of the at least one player, the method further comprising:assigning the at least one card from the player hand and each of the atleast a second geopolitical entity card to the player having the winningcard.
 8. The method of claim 7, further comprising: assigning a score toeach player.
 9. A method for playing a game for at least one playerusing a set of geopolitical cards, the set including a plurality ofgeopolitical entity cards and a plurality of query cards, the methodcomprising: assigning at least one geopolitical entity card to eachplayer, such that each player has a player hand; providing a query to aplayer selected from the at least one player, the query being selectedfrom the plurality of query cards; and receiving a response to thequery, the response being obtained from a selected card from the cardhand of the selected player.
 10. The method of claim 9, furthercomprising: receiving a proposed geopolitical entity in response to thequery response.
 11. The method of claim 9, further comprising: assigninga score to each player.
 12. The method of claim 9, wherein each of theplurality of geopolitical cards has an associated geopolitical entityand at least two categories of information associated with thegeopolitical entity, and wherein the set includes a plurality ofcategory cards, each of the category cards having a categorycorresponding to a category of the geopolitical entity cards, the methodfurther comprising: selected a category of information using a cardselected from the plurality of category cards; and determininginformation for the selected category for at least one card from aplayer hand.
 13. The method of claim 12, further comprising: determininginformation for the selected category for at least a second geopoliticalentity card, and comparing the determined information for the at leastone card from a player hand to the determined information for the atleast a second geopolitical entity card.
 14. The method of claim 13,further comprising: determining a winning card based on the comparisonof the determined information for the at least one card from the playerhand and the determined information for the at least a secondgeopolitical entity card.
 15. The method of claim 14, wherein thewinning card is contained in a player hand for one of the at least oneplayer, the method further comprising: assigning the at least one cardfrom the player hand and each of the at least a second geopoliticalentity card to the player having the winning card.
 16. The method ofclaim 15, further comprising: assigning a score to each player.